Story流程+本地化
This commit is contained in:
@@ -63,11 +63,6 @@ namespace Ichni.Story
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issues.Add("[Warning] Yarn Project 未配置;TextBlock 无法开始对应的 Yarn 节点。");
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}
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if (yarnLineStringTable == null || yarnLineStringTable.IsEmpty)
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{
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issues.Add("[Error] Yarn Line String Table 未配置;Player 中无法在启动对话前加载当前 Locale 的台词表。");
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}
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foreach (StoryVariableDefinition variable in initialVariables)
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{
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if (variable == null)
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@@ -121,6 +116,7 @@ namespace Ichni.Story
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}
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ValidateTextBlockYarnNodes(issues);
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ValidateUniqueSongBlockIds(issues);
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HashSet<string> reachableBlockIds = ValidateStoryGraph(blockIds, issues);
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foreach (StoryTimelineMarkerDefinition marker in timelineMarkers)
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@@ -262,6 +258,43 @@ namespace Ichni.Story
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/// 对 StoryData 的连接图做只读的结构检查:入口、不可达 Block、环路、非向前连接与终点。
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/// 这些检查不评价具体剧情质量,只定位最容易造成“永远无法游玩”或“无法结束章节”的配置问题。
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/// </summary>
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/// <summary>
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/// SongSelection -> Story 的定向入口以 SongItemData.songName 匹配 SongBlock.songName。
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/// 同一章节内重复配置同一 Song ID 时,运行时只能按列表顺序定位第一个 Block,
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/// 因此在编辑阶段输出 Warning,让配置者消除这个导航歧义。
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/// </summary>
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private void ValidateUniqueSongBlockIds(List<string> issues)
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{
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Dictionary<string, List<string>> blockIdsBySongId = new Dictionary<string, List<string>>();
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foreach (StoryBlockDefinition block in blocks)
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{
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if (block == null || block.blockType != StoryBlockType.Song ||
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string.IsNullOrWhiteSpace(block.songName))
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{
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continue;
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}
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if (!blockIdsBySongId.TryGetValue(block.songName, out List<string> referencedBlocks))
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{
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referencedBlocks = new List<string>();
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blockIdsBySongId[block.songName] = referencedBlocks;
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}
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referencedBlocks.Add(block.blockId);
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}
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foreach (KeyValuePair<string, List<string>> pair in blockIdsBySongId)
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{
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if (pair.Value.Count <= 1)
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continue;
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issues.Add(
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$"[Warning] Song ID '{pair.Key}' 被多个 SongBlock 引用({string.Join(", ", pair.Value)})。" +
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"SongSelection -> Story 只能定位列表中的第一个 Block,请保留每章每首歌唯一的 SongBlock。"
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);
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}
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}
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private HashSet<string> ValidateStoryGraph(HashSet<string> blockIds, List<string> issues)
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{
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Dictionary<string, List<string>> adjacency = new Dictionary<string, List<string>>();
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@@ -1,7 +1,6 @@
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Localization;
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using Yarn.Unity;
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namespace Ichni.Story
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@@ -23,11 +22,6 @@ namespace Ichni.Story
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[Tooltip("该章节对应的 YarnProject 编译资产。TextBlock 会在运行时从此项目中执行配置的 Yarn Node。")]
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public YarnProject yarnProject;
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[TitleGroup("Chapter Settings")]
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[LabelText("Yarn Line String Table")]
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[Tooltip("该章节 Yarn 台词对应的 Unity Localization String Table。运行时会在启动对话前显式加载当前 Locale 的表;此配置必须与 DialogueRunner 上 UnityLocalisedLineProvider 使用的表一致。")]
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public LocalizedStringTable yarnLineStringTable;
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/// <summary>
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/// 本章节永久剧情变量的默认值。它们只属于本章节,且不会直接写入存档;
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/// 玩家第一次通过 Yarn 或其它剧情入口写入同名变量后,存档值才会覆盖这里的默认值。
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@@ -1,10 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.Story.UI;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Localization.Tables;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Yarn.Unity;
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using Yarn.Unity.UnityLocalization;
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@@ -40,9 +37,6 @@ namespace Ichni.Story.Dialogue
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private ChapterStorySave _activeDialogueSnapshot;
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private string _activeDialogueChapterIndex;
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private bool _isCancellingDialogue;
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private Coroutine _dialogueStartupCoroutine;
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private const float DialogueTableLoadTimeoutSeconds = 30f;
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/// <summary>
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/// 当前对话对应的 TextBlock ID。Yarn 选项记忆与变量指令使用它定位所属章节 Block,
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@@ -109,23 +103,23 @@ namespace Ichni.Story.Dialogue
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{
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if (block == null) return;
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Debug.Log($"[YarnDiag] StoryDialogueController.PlayBlock: block={block.blockId}, node={block.YarnNodeName}");
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if (dialogueRunner == null)
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{
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Debug.LogError("[YarnDiag] [ERROR] 未配置 DialogueRunner,无法开始对话!");
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Debug.LogError("[StoryDialogueController] 未配置 DialogueRunner,无法开始对话!", this);
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return;
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}
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if (dialogueRunner.IsDialogueRunning || _dialogueStartupCoroutine != null)
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if (dialogueRunner.IsDialogueRunning)
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{
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Debug.LogWarning("[YarnDiag] [WARNING] 已有对话正在运行或启动,忽略本次点击!");
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Debug.LogWarning("[StoryDialogueController] 已有对话正在运行,忽略本次点击。", dialogueRunner);
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return;
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}
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if (string.IsNullOrEmpty(block.YarnNodeName))
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{
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Debug.LogWarning($"[YarnDiag] [WARNING] block '{block.blockId}' 未配置 yarnNodeName,无法开始对话!");
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Debug.LogWarning(
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$"[StoryDialogueController] Block '{block.blockId}' 未配置 Yarn Node,无法开始对话。",
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block);
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return;
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}
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@@ -136,14 +130,15 @@ namespace Ichni.Story.Dialogue
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return;
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}
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Debug.Log($"[YarnDiag] YarnProject={dialogueRunner.YarnProject?.name}, NodesCount={(dialogueRunner.YarnProject?.Program != null ? dialogueRunner.YarnProject.Program.Nodes.Count : 0)}, LineProviderType={dialogueRunner.LineProvider.GetType().FullName}");
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// StartDialogue 对缺失 Node 只会在内部抛出/记录错误;必须在开启事务前预检,
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// 否则会留下一个没有机会提交或回滚的半开事务。
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if (dialogueRunner.YarnProject?.Program == null ||
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!dialogueRunner.YarnProject.Program.Nodes.ContainsKey(block.YarnNodeName))
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{
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Debug.LogError($"[YarnDiag] [ERROR] Yarn Project 中不存在节点 '{block.YarnNodeName}',已取消启动 Block '{block.blockId}'!", dialogueRunner);
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Debug.LogError(
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$"[StoryDialogueController] Yarn Project 中不存在节点 '{block.YarnNodeName}'," +
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$"已取消启动 Block '{block.blockId}'。",
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dialogueRunner);
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return;
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}
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@@ -171,116 +166,20 @@ namespace Ichni.Story.Dialogue
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// 在 Yarn 命令或选项改变章节变量前先登记来源,并为 Marker 所在列创建快照。
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StoryProgress.BeginBlockMutation(_activeBlockId);
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// Unity Localization 的 AsyncOperationHandle 原生支持协程等待。
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// 先在项目侧显式加载当前章节台词表,再启动 Yarn;不修改 Yarn Spinner Package,
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// 也不把 Unity Addressables Handle 转换为 YarnTask。
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_dialogueStartupCoroutine = StartCoroutine(StartDialogueSafely(block.YarnNodeName));
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}
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/// <summary>
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/// 使用 Unity Localization 的公开 API 加载当前章节台词表。
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/// <para>
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/// <see cref="UnityLocalisedLineProvider.PrepareForLinesAsync"/> 在 Yarn Spinner 3.2.1 中是 no-op,
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/// 不能用来预载 String Table;因此这里直接等待 <see cref="UnityEngine.Localization.LocalizedStringTable.GetTableAsync"/>。
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/// </para>
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/// </summary>
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private IEnumerator StartDialogueSafely(string yarnNodeName)
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{
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LocalizationBootstrap.BeginInitialization();
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while (!LocalizationBootstrap.IsReady && !LocalizationBootstrap.HasFailed)
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{
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LocalizationBootstrap.RefreshState();
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yield return null;
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}
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if (!LocalizationBootstrap.IsReady)
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{
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FailDialogueStartup($"Localization 初始化失败:{LocalizationBootstrap.FailureReason}");
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yield break;
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}
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StoryData storyData = StoryManager.instance?.treeController?.ActiveStoryData;
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if (storyData?.yarnLineStringTable == null || storyData.yarnLineStringTable.IsEmpty)
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{
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FailDialogueStartup(
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$"章节 '{storyData?.chapterIndex ?? "<null>"}' 未配置 Yarn Line String Table。");
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yield break;
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}
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AsyncOperationHandle<StringTable> tableOperation;
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//Debug.Log(storyData.yarnLineStringTable.GetTable());
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try
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{
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// LocalizedStringTable 会自动使用 LocalizationSettings.SelectedLocale。
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// 这与 UnityLocalisedLineProvider 后续读取台词时使用的 Locale 保持一致。
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Debug.Log($"[YarnDiag] 开始加载 Yarn 台词表。Table={storyData.yarnLineStringTable.TableReference}, Locale={UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale?.Identifier.Code ?? "<null>"}");
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tableOperation = storyData.yarnLineStringTable.GetTableAsync();
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}
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catch (System.Exception exception)
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{
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FailDialogueStartup("创建 Yarn 台词表加载操作失败。", exception);
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yield break;
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}
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Debug.Log(
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$"[YarnDiag] 开始加载章节台词表。Chapter={storyData.chapterIndex}, " +
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$"Table={storyData.yarnLineStringTable.TableReference}, " +
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$"Locale={UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale?.Identifier.Code ?? "<null>"}");
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float loadStartedAt = Time.realtimeSinceStartup;
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float nextProgressLogAt = loadStartedAt + 5f;
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while (!tableOperation.IsDone)
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{
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float elapsed = Time.realtimeSinceStartup - loadStartedAt;
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if (elapsed >= DialogueTableLoadTimeoutSeconds)
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{
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FailDialogueStartup(
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$"加载 Yarn 台词表超时。Table={storyData.yarnLineStringTable.TableReference}, " +
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$"Elapsed={elapsed:F1}s, Percent={tableOperation.PercentComplete:P0}");
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yield break;
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}
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if (Time.realtimeSinceStartup >= nextProgressLogAt)
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{
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Debug.LogWarning(
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$"[YarnDiag] Yarn 台词表仍在加载。Elapsed={elapsed:F1}s, " +
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$"Percent={tableOperation.PercentComplete:P0}");
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nextProgressLogAt += 5f;
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}
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yield return null;
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}
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if (tableOperation.Status != AsyncOperationStatus.Succeeded || tableOperation.Result == null)
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{
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FailDialogueStartup(
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$"Yarn 台词表加载失败。Table={storyData.yarnLineStringTable.TableReference}",
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tableOperation.OperationException);
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yield break;
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}
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Debug.Log(
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$"[YarnDiag] 章节台词表加载完成。Locale={tableOperation.Result.LocaleIdentifier.Code}, " +
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$"Entries={tableOperation.Result.Count}");
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_dialogueStartupCoroutine = null;
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storyUIPage?.FadeOut();
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StartDialogueRunnerSafely(yarnNodeName).Forget();
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StartDialogueSafely(block.YarnNodeName).Forget();
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}
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/// <summary>
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/// 调用 Yarn Spinner 的公开 <see cref="DialogueRunner.StartDialogue"/> API。
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/// 返回时表示所有 Presenter 已完成 OnDialogueStartedAsync,且 Runner 已调用 Dialogue.Continue。
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/// 通过 Yarn Spinner 的公开 API 启动对话。台词表的定位与加载由
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/// <see cref="UnityLocalisedLineProvider"/> 统一负责,项目代码不再重复持有或预加载同一张表。
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/// 启动异常会恢复进入 TextBlock 前的章节快照,避免留下未提交事务。
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/// </summary>
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private async YarnTask StartDialogueRunnerSafely(string yarnNodeName)
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private async YarnTask StartDialogueSafely(string yarnNodeName)
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{
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try
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{
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Debug.Log($"[YarnDiag] 调用 DialogueRunner.StartDialogue。Node={yarnNodeName}");
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await dialogueRunner.StartDialogue(yarnNodeName);
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Debug.Log(
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$"[YarnDiag] DialogueRunner 初始启动完成。Node={yarnNodeName}, " +
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$"IsDialogueRunning={dialogueRunner.IsDialogueRunning}");
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}
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catch (System.Exception exception)
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{
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@@ -290,12 +189,10 @@ namespace Ichni.Story.Dialogue
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private void FailDialogueStartup(string reason, System.Exception exception = null)
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{
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_dialogueStartupCoroutine = null;
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if (exception != null)
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Debug.LogException(exception, dialogueRunner);
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Debug.LogError($"[YarnDiag] {reason}", dialogueRunner);
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Debug.LogError($"[StoryDialogueController] {reason}", dialogueRunner);
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if (dialogueRunner != null && dialogueRunner.IsDialogueRunning)
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{
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@@ -318,14 +215,6 @@ namespace Ichni.Story.Dialogue
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return false;
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}
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if (_dialogueStartupCoroutine != null)
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{
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StopCoroutine(_dialogueStartupCoroutine);
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_dialogueStartupCoroutine = null;
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RestoreInterruptedDialogue("玩家在对话启动阶段中途退出");
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return true;
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}
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if (dialogueRunner == null || !dialogueRunner.IsDialogueRunning)
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return false;
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@@ -94,8 +94,6 @@ namespace Ichni.Story.Dialogue
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public override YarnTask OnDialogueStartedAsync()
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{
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Debug.Log("[YarnDiag] VNDialoguePresenter.OnDialogueStartedAsync 开始。");
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// 快进是一次 Yarn 对话会话的临时操作,绝不能遗留到下一次进入 TextBlock。
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_isFastForwarding = false;
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_typewriterComplete = false;
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@@ -104,7 +102,6 @@ namespace Ichni.Story.Dialogue
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DialogueHistory.BeginSession();
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Page.PlayFadeIn();
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Debug.Log("[YarnDiag] VNDialoguePresenter.OnDialogueStartedAsync 完成。");
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return YarnTask.CompletedTask;
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}
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@@ -112,8 +109,6 @@ namespace Ichni.Story.Dialogue
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{
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if (Page == null) return;
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Debug.Log($"[YarnDiag] VNDialoguePresenter.RunLineAsync: LineID='{line.TextID}', Speaker='{line.CharacterName}', Text='{line.TextWithoutCharacterName.Text}', RawText='{line.RawText}'");
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// 确保选项区不可见;台词区始终可见
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if (Page.choiceFrame != null) Page.choiceFrame.SetActive(false);
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@@ -130,7 +125,8 @@ namespace Ichni.Story.Dialogue
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if (string.IsNullOrEmpty(fullText) && !string.IsNullOrEmpty(line.RawText))
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{
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fullText = line.RawText;
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Debug.LogWarning($"[YarnDiag] [WARNING] 台词 '{line.TextID}' 本地化解析结果为空,回退使用 RawText: '{fullText}'");
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Debug.LogWarning(
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$"[VNDialoguePresenter] 台词 '{line.TextID}' 的本地化结果为空,已回退使用 Yarn RawText。");
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}
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// 记录的是本次实际展示时已经解析完成的本地化文本,而非 Yarn Key。
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DialogueHistory.AddLine(line.CharacterName, fullText);
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@@ -291,37 +287,30 @@ namespace Ichni.Story.Dialogue
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private void OnAdvanceButtonClicked()
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{
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Debug.Log($"[YarnDiag] OnAdvanceButtonClicked 推进按钮被点击!_runner={(_runner != null ? _runner.name : "null")}, _typewriterComplete={_typewriterComplete}, _isFastForwarding={_isFastForwarding}, _optionTcs={(_optionTcs != null)}");
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// 未记忆选项必须由 ChoiceButton 明确选择;推进按钮不能越过当前选择。
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if (_optionTcs != null)
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{
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Debug.LogWarning("[YarnDiag] OnAdvanceButtonClicked 被拦截:正在等待选项选择。");
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return;
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}
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// 如果玩家在快进时点击屏幕/推进键,则打断快进状态并停止当前动作
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if (_isFastForwarding)
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{
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Debug.Log("[YarnDiag] OnAdvanceButtonClicked 打断快进模式。");
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_isFastForwarding = false;
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return;
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}
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if (_runner == null)
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{
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Debug.LogError("[YarnDiag] [ERROR] OnAdvanceButtonClicked 拦截:_runner 为 null!");
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return;
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}
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if (!_typewriterComplete)
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{
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Debug.Log("[YarnDiag] RequestHurryUpLine (跳过打字效果)");
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_runner.RequestHurryUpLine(); // 第一次点击:跳过打字效果
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}
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else
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{
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Debug.Log("[YarnDiag] RequestNextLine (推进下一行)");
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_runner.RequestNextLine(); // 第二次点击:推进到下一行
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}
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}
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@@ -1,8 +1,8 @@
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using System;
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using System.Collections.Generic;
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using DG.Tweening;
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using Ichni.Localization;
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using UnityEngine;
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using UnityEngine.Localization.Settings;
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using UnityEngine.UI;
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|
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namespace Ichni.Story
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||||
@@ -162,8 +162,8 @@ namespace Ichni.Story
|
||||
_activeTalk = Instantiate(helperTalkPrefab, helperTalkContainer);
|
||||
_activeTalk.Closed += HandleTalkClosed;
|
||||
_activeTalk.Show(
|
||||
GetLocalizedText(helperData, helperData.displayNameKey, helperData.name),
|
||||
GetLocalizedText(helperData, contentKey, contentKey));
|
||||
LocalizationTextService.Resolve(helperData.localizationTable, helperData.displayNameKey, helperData.name),
|
||||
LocalizationTextService.Resolve(helperData.localizationTable, contentKey, contentKey));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -322,24 +322,6 @@ namespace Ichni.Story
|
||||
visualPresenter?.ApplyHelper(helperData);
|
||||
}
|
||||
|
||||
/// <summary>本地化失败时显示 Key,确保测试阶段仍能定位缺失条目,而不是得到空白气泡。</summary>
|
||||
private string GetLocalizedText(StoryHelperData helperData, string key, string fallback)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key) || helperData == null)
|
||||
return fallback;
|
||||
|
||||
try
|
||||
{
|
||||
string localized = LocalizationSettings.StringDatabase.GetLocalizedString(helperData.localizationTable, key);
|
||||
return string.IsNullOrEmpty(localized) ? fallback : localized;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Debug.LogWarning($"[StoryHelper] 无法本地化 Key '{key}',将回退显示 '{fallback}'。{exception.Message}", this);
|
||||
return fallback;
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheBaseTransforms()
|
||||
{
|
||||
if (idleRoot != null)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Ichni.Diagnostics;
|
||||
using Ichni.Localization;
|
||||
using Ichni.Menu.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
@@ -410,50 +410,26 @@ namespace Ichni.Story.UI
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
string localizedText = LocalizationSettings.StringDatabase.GetLocalizedString(localizationTable, labelKey);
|
||||
return string.IsNullOrEmpty(localizedText) ? labelKey : localizedText;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Debug.LogWarning($"[StoryTimeline] 无法本地化 Label Key '{labelKey}',将回退显示 Key。{exception.Message}");
|
||||
return labelKey;
|
||||
}
|
||||
return LocalizationTextService.Resolve(localizationTable, labelKey, labelKey);
|
||||
}
|
||||
|
||||
private async void OnSelectedLocaleChanged(Locale newLocale)
|
||||
private async void OnSelectedLocaleChanged(Locale _)
|
||||
{
|
||||
BuildHangTracer.Log("TIMELINE_EVENT", $"[OnSelectedLocaleChanged] 收到语言切换通知: newLocale={(newLocale != null ? newLocale.Identifier.Code : "null")},_markers.Count={_markers.Count}");
|
||||
|
||||
foreach (RuntimeMarker marker in _markers)
|
||||
{
|
||||
if (string.IsNullOrEmpty(marker.definition.labelKey)) continue;
|
||||
|
||||
try
|
||||
string localizedLabel = await LocalizationTextService.ResolveAsync(
|
||||
localizationTable,
|
||||
marker.definition.labelKey,
|
||||
marker.definition.labelKey);
|
||||
|
||||
// 异步等待结束后,防范对象在此期间被销毁。
|
||||
if (marker.view != null)
|
||||
{
|
||||
BuildHangTracer.Log("TIMELINE_EVENT", $"[OnSelectedLocaleChanged] 开始异步获取 Key '{marker.definition.labelKey}' 的本地化文本...");
|
||||
var handle = LocalizationSettings.StringDatabase.GetLocalizedStringAsync(localizationTable, marker.definition.labelKey);
|
||||
while (!handle.IsDone)
|
||||
{
|
||||
await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
BuildHangTracer.Log("TIMELINE_EVENT", $"[OnSelectedLocaleChanged] 获取 Key '{marker.definition.labelKey}' 完成!Result='{handle.Result}'");
|
||||
|
||||
// 异步等待结束后,防范对象在此期间被销毁
|
||||
if (marker.view != null)
|
||||
{
|
||||
marker.view.SetLabel(string.IsNullOrEmpty(handle.Result) ? marker.definition.labelKey : handle.Result);
|
||||
}
|
||||
}
|
||||
catch (System.Exception exception)
|
||||
{
|
||||
BuildHangTracer.Log("TIMELINE_EVENT", $"[OnSelectedLocaleChanged] 异常: {exception.Message}");
|
||||
Debug.LogWarning($"[StoryTimeline] 无法本地化 Label Key '{marker.definition.labelKey}'。{exception.Message}");
|
||||
if (marker.view != null) marker.view.SetLabel(marker.definition.labelKey);
|
||||
marker.view.SetLabel(localizedLabel);
|
||||
}
|
||||
}
|
||||
BuildHangTracer.Log("TIMELINE_EVENT", "[OnSelectedLocaleChanged] 全部 Marker 更新完成。");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -124,18 +124,77 @@ namespace Ichni.Story
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选曲页确认启动游戏时调用。只有章节和稳定歌曲 ID 都命中剧情入口目标时,
|
||||
/// 才将对应 SongBlock 标记为完成,并要求 GameScene 返回剧情页。
|
||||
/// 从 SongSelection 页进入当前章节的 StoryPage。
|
||||
/// <para>若 <paramref name="song"/> 在该章节 StoryData 中存在唯一的 SongBlock,视口会定位到它;
|
||||
/// 没有对应 SongBlock 或当前未选中歌曲时,视口回到剧情树开头。</para>
|
||||
/// <para>这不是 Story SongBlock 的“返回”操作,因此会清除一次性选曲上下文,且不会写入歌曲、剧情或选项存档。</para>
|
||||
/// </summary>
|
||||
public bool TryOpenStoryForSong(ChapterSelectionUnit chapter, SongItemData song)
|
||||
{
|
||||
if (chapter == null || treeController == null || storyUIPage == null ||
|
||||
MenuManager.instance == null || MenuManager.instance.songSelectionUIPage == null ||
|
||||
ChapterSelectionManager.instance == null)
|
||||
{
|
||||
Debug.LogWarning("[StoryManager] 从选曲页打开剧情失败:章节、页面或 StoryTree 引用未就绪。");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (GetStoryData(chapter.chapterIndex) == null)
|
||||
{
|
||||
Debug.LogWarning($"[StoryManager] 章节 '{chapter.chapterIndex}' 未登记 StoryData,无法从选曲页打开剧情。");
|
||||
return false;
|
||||
}
|
||||
|
||||
UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
|
||||
if (unlockSaveModule == null || !unlockSaveModule.CanAccessChapter(chapter))
|
||||
{
|
||||
Debug.LogWarning($"[StoryManager] 章节 '{chapter.chapterIndex}' 尚不可进入剧情,已取消从选曲页跳转。");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 此入口只负责浏览剧情。若此前由 SongBlock 打开选曲页,主动进入剧情时应放弃旧的
|
||||
// “目标歌曲 -> GameScene 后返回原 Block”上下文,避免下一次普通游玩误命中旧目标。
|
||||
InformationTransistor.instance?.storySongEntryContext?.Clear();
|
||||
|
||||
ChapterSelectionManager.instance.currentChapter = chapter;
|
||||
AudioManager.SetSwitch(chapter.chapterSwitch);
|
||||
OpenChapter(chapter.chapterIndex);
|
||||
|
||||
StoryBlockView targetBlock = FindSongBlockView(song);
|
||||
// 与 SongSelection 的 Back 保持一致:离开选曲页进入剧情时,必须立即停止当前歌曲试听。
|
||||
// StoryPage 不承载试听音频,若遗漏该步骤会让歌曲预览跨页面持续播放。
|
||||
SongSelectionManager.instance?.StopPreviewSong();
|
||||
MenuManager.instance.songSelectionUIPage.FadeOut();
|
||||
// StoryPage 激活后、淡入前先完成定位。UIPageBase 此时保持 alpha = 0,
|
||||
// 因此玩家不会先看到剧情树开头、再跳到目标 SongBlock。
|
||||
storyUIPage.FadeIn(beforeFadeAction: () =>
|
||||
{
|
||||
if (targetBlock != null)
|
||||
treeController.FocusBlock(targetBlock);
|
||||
else
|
||||
treeController.FocusStart();
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选曲页确认启动游戏时调用。
|
||||
/// <para>
|
||||
/// SongBlock 的完成状态统一由 <c>SongSaves.isTried</c> 判断,并已在
|
||||
/// <c>PrepareGameLaunch</c> 中写入;这里仅清理由 StoryPage 发起的临时选曲上下文。
|
||||
/// GameScene 无论从何种歌曲入口启动,都会返回 SongSelection;TutorialBlock 仍通过其独立
|
||||
/// 的 <c>MenuReturnDestination.Story</c> 流程返回剧情。
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public void HandleSongSelectionConfirmed(ChapterSelectionUnit chapter, SongItemData song)
|
||||
{
|
||||
StorySongEntryContext context = InformationTransistor.instance?.storySongEntryContext;
|
||||
if (context == null || !context.IsTargetSong(chapter, song))
|
||||
if (context == null || !context.isActive)
|
||||
return;
|
||||
|
||||
// isTried 已在 PrepareGameLaunch 中落盘;此处不再直接写 StorySave,避免 SongBlock
|
||||
// 同时拥有一次性选曲上下文与歌曲存档两套完成来源。
|
||||
context.returnToStoryAfterGame = true;
|
||||
// 玩家已经确认进入 GameScene,无论选择的是入口歌曲还是改选了其它歌曲,旧的剧情入口
|
||||
// 上下文都不能遗留到下一次选曲。否则它可能在后续流程中错误影响页面返回或焦点恢复。
|
||||
context.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -191,6 +250,29 @@ namespace Ichni.Story
|
||||
}).AddTo(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在当前已构建的 StoryTree 中查找歌曲对应的 SongBlock 视图。
|
||||
/// StoryData 自检会提示同章节重复 Song ID;运行时仍采用第一个匹配项作为防御性回退,
|
||||
/// 以避免错误配置直接阻断玩家进入剧情页。
|
||||
/// </summary>
|
||||
private StoryBlockView FindSongBlockView(SongItemData song)
|
||||
{
|
||||
if (song == null || string.IsNullOrWhiteSpace(song.songName) || treeController == null)
|
||||
return null;
|
||||
|
||||
foreach (StoryBlockView view in treeController.blocks)
|
||||
{
|
||||
StoryBlockDefinition definition = treeController.GetBlockDefinition(view.blockId);
|
||||
if (definition != null && definition.blockType == StoryBlockType.Song &&
|
||||
definition.songName == song.songName)
|
||||
{
|
||||
return view;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除全部剧情存档(所有章节故事树、章节变量与由剧情授予的内容解锁 Key)。
|
||||
/// </summary>
|
||||
|
||||
@@ -47,12 +47,12 @@ namespace Ichni.Story
|
||||
public GameObject tutorialBlockPrefab;
|
||||
public GameObject connectorPrefab;
|
||||
|
||||
[Header("Layout Settings")]
|
||||
/// <summary>
|
||||
/// 相邻叙事列之间的固定距离。它是 StoryData.gridColumn 的坐标步距,
|
||||
/// 不等于也不会覆盖任何 Block Prefab 的宽度。
|
||||
/// 默认值为 Important TextBlock 宽度 600 加最小横向留白 120。
|
||||
/// </summary>
|
||||
[Header("Layout Settings")]
|
||||
[Tooltip("StoryData.gridColumn 的水平步距,不会改变任何 Prefab 的实际宽度。")]
|
||||
public float columnStep = 720f;
|
||||
|
||||
@@ -72,8 +72,15 @@ namespace Ichni.Story
|
||||
/// 最左 Block 的真实左边缘会被放置在 <see cref="marginLeft"/> 加本值的位置;
|
||||
/// 默认 1600,等价于在原有布局基础上将整棵剧情树向右平移 1600 单位。
|
||||
/// </summary>
|
||||
[Tooltip("为左侧 Helper 等常驻 UI 预留的额外空间。默认 1600,会让所有 Block 整体向右移动 1600。")]
|
||||
public float helperReservedLeftSpace = 1600f;
|
||||
[Tooltip("为左侧 Helper 等常驻 UI 预留的额外空间。默认 1200,会让所有 Block 整体向右移动 1200。")]
|
||||
public float helperReservedLeftSpace = 1200f;
|
||||
/// <summary>
|
||||
/// 为覆盖在剧情页底部的常驻 UI(当前为 Helper)预留的额外可滚动空间。
|
||||
/// Content 使用垂直中心 Pivot;布局时会同步将树向上平移本值的一半,
|
||||
/// 从而使本值完整地增加在内容下方,而非被平均分配到上下两侧。
|
||||
/// </summary>
|
||||
[Tooltip("为底部 Helper 等常驻 UI 预留的额外可滚动空间。值越大,树拖到顶部时越能完整显示底部 Block。")]
|
||||
public float helperReservedLowerSpace = 150f;
|
||||
|
||||
public float marginRight = 50f;
|
||||
public float marginTop = 50f;
|
||||
@@ -93,6 +100,15 @@ namespace Ichni.Story
|
||||
// 未来 Timeline 在独立 UI 容器中生成 Marker 时,也必须叠加此偏移量才能与 Block 中心对齐。
|
||||
private float _layoutHorizontalOffset;
|
||||
|
||||
// Content 使用垂直中心 Pivot。此偏移把 helperReservedLowerSpace 完整分配给内容下方;
|
||||
// SetUpBackground 可能重复执行,因此每次计算前都必须先撤销上一次偏移,避免位置累积漂移。
|
||||
private float _layoutVerticalOffset;
|
||||
|
||||
// StoryTree 的“开头”由场景中 Content 的初始位置决定,而不是硬编码为 Vector2.zero。
|
||||
// 因此 UI 设计调整默认视口时,不需要同步修改导航代码。
|
||||
private Vector2 _initialContentPosition;
|
||||
private bool _hasInitialContentPosition;
|
||||
|
||||
/// <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;
|
||||
|
||||
@@ -105,6 +121,15 @@ namespace Ichni.Story
|
||||
/// </summary>
|
||||
public float LayoutHorizontalOffset => _layoutHorizontalOffset;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (content == null)
|
||||
return;
|
||||
|
||||
_initialContentPosition = content.anchoredPosition;
|
||||
_hasInitialContentPosition = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取指定叙事列在 BlockContainer 中的最终中心 X 坐标。
|
||||
/// Timeline Marker 必须使用此方法,而不是自行只计算 gridColumn * columnStep,
|
||||
@@ -620,6 +645,15 @@ namespace Ichni.Story
|
||||
return;
|
||||
}
|
||||
|
||||
// 以未附加底部预留区的原始网格位置重新计算边界,保证重复布局保持稳定。
|
||||
if (!Mathf.Approximately(_layoutVerticalOffset, 0f))
|
||||
{
|
||||
foreach (StoryBlockView block in blocks)
|
||||
block.blockRect.anchoredPosition -= Vector2.up * _layoutVerticalOffset;
|
||||
|
||||
_layoutVerticalOffset = 0f;
|
||||
}
|
||||
|
||||
float minLeft = float.PositiveInfinity;
|
||||
float maxRight = float.NegativeInfinity;
|
||||
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)
|
||||
@@ -648,18 +682,29 @@ namespace Ichni.Story
|
||||
float horizontalCorrection = targetLeftEdge - minLeft;
|
||||
if (!Mathf.Approximately(horizontalCorrection, 0f))
|
||||
{
|
||||
foreach (StoryBlockView block in blocks)
|
||||
block.blockRect.anchoredPosition += Vector2.right * horizontalCorrection;
|
||||
|
||||
foreach (StoryBlockView block in blocks) block.blockRect.anchoredPosition += Vector2.right * horizontalCorrection;
|
||||
maxRight += horizontalCorrection;
|
||||
}
|
||||
|
||||
|
||||
// SetUpBackground 可能因尺寸变化被重复调用;偏移量必须累积,不能在第二次调用时
|
||||
// 被归零,否则未来 Timeline 会失去与已平移 Block 的横向对齐。
|
||||
_layoutHorizontalOffset += horizontalCorrection;
|
||||
|
||||
float width = Mathf.Max(maxRight + marginRight, minContentWidth);
|
||||
float height = Mathf.Max(maxVertical * 2f + marginTop + marginBottom, minContentHeight);
|
||||
float baseHeight = Mathf.Max(maxVertical * 2f + marginTop + marginBottom, minContentHeight);
|
||||
float lowerReservedSpace = Mathf.Max(0f, helperReservedLowerSpace);
|
||||
float height = baseHeight + lowerReservedSpace;
|
||||
|
||||
// 将 Content 扩展出的空间全部留在下方:Content 顶边会上移 lower/2,
|
||||
// Block 也上移 lower/2,因此顶部视觉边界不变;Content 底边下移 lower/2,
|
||||
// 与 Block 的上移共同形成完整 lower 的新增底部拖拽空间。
|
||||
_layoutVerticalOffset = lowerReservedSpace * 0.5f;
|
||||
if (!Mathf.Approximately(_layoutVerticalOffset, 0f))
|
||||
{
|
||||
foreach (StoryBlockView block in blocks)
|
||||
block.blockRect.anchoredPosition += Vector2.up * _layoutVerticalOffset;
|
||||
}
|
||||
|
||||
content.sizeDelta = new Vector2(width, height);
|
||||
}
|
||||
@@ -686,6 +731,61 @@ namespace Ichni.Story
|
||||
public StoryBlockView GetBlockView(string blockId) =>
|
||||
blocks.FirstOrDefault(b => b.blockId == blockId);
|
||||
|
||||
/// <summary>
|
||||
/// 将 StoryTree 视口居中到指定 Block。使用实际 RectTransform 的屏幕位置计算偏移,
|
||||
/// 因而适用于不同尺寸的 Block、不同分辨率以及包含 Helper 预留区的布局。
|
||||
/// </summary>
|
||||
public void FocusBlock(StoryBlockView block)
|
||||
{
|
||||
if (block == null || block.blockRect == null || content == null || storyScrollRect == null)
|
||||
{
|
||||
FocusStart();
|
||||
return;
|
||||
}
|
||||
|
||||
Canvas.ForceUpdateCanvases();
|
||||
|
||||
RectTransform viewport = storyScrollRect.viewport != null
|
||||
? storyScrollRect.viewport
|
||||
: storyScrollRect.GetComponent<RectTransform>();
|
||||
Canvas canvas = storyScrollRect.GetComponentInParent<Canvas>();
|
||||
Camera uiCamera = canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay
|
||||
? canvas.worldCamera
|
||||
: null;
|
||||
|
||||
Vector3 blockCenterWorld = block.blockRect.TransformPoint(block.blockRect.rect.center);
|
||||
Vector2 blockCenterScreen = RectTransformUtility.WorldToScreenPoint(uiCamera, blockCenterWorld);
|
||||
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
viewport, blockCenterScreen, uiCamera, out Vector2 blockCenterInViewport))
|
||||
{
|
||||
FocusStart();
|
||||
return;
|
||||
}
|
||||
|
||||
// 局部坐标原点位于 Viewport 中心时,目标在右侧意味着 Content 应向左移动;
|
||||
// 直接减去该偏移即可,且不依赖 Content 或 Block 的 Pivot 配置。
|
||||
content.anchoredPosition -= blockCenterInViewport;
|
||||
storyScrollRect.StopMovement();
|
||||
currentBlock = block;
|
||||
storyTimeline?.RefreshMarkerPositions();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 恢复剧情树在场景中设计的默认浏览位置,用于没有对应 SongBlock 时的安全回退。
|
||||
/// </summary>
|
||||
public void FocusStart()
|
||||
{
|
||||
if (content == null)
|
||||
return;
|
||||
|
||||
if (_hasInitialContentPosition)
|
||||
content.anchoredPosition = _initialContentPosition;
|
||||
|
||||
storyScrollRect?.StopMovement();
|
||||
currentBlock = null;
|
||||
storyTimeline?.RefreshMarkerPositions();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为 Timeline、Yarn 和调试工具提供当前章节静态 Block 定义的查询入口。
|
||||
/// </summary>
|
||||
@@ -704,6 +804,7 @@ namespace Ichni.Story
|
||||
connectors.Clear();
|
||||
|
||||
_layoutHorizontalOffset = 0f;
|
||||
_layoutVerticalOffset = 0f;
|
||||
currentBlock = null;
|
||||
|
||||
if (content != null)
|
||||
|
||||
@@ -103,8 +103,6 @@ namespace Ichni.Story.UI
|
||||
|
||||
protected override void OnClicked()
|
||||
{
|
||||
Debug.Log($"[YarnDiag] TextBlockView.OnClicked: blockId={blockId}, yarnNodeName={YarnNodeName}");
|
||||
|
||||
if (StoryDialogueController.instance == null)
|
||||
{
|
||||
Debug.LogWarning($"[TextBlockView] 场景中缺少 StoryDialogueController,无法播放 block '{blockId}' 的对话。");
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Ichni.Story.Dialogue;
|
||||
using Ichni.Story.UI;
|
||||
using Ichni.Localization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Settings;
|
||||
using Yarn.Unity;
|
||||
|
||||
namespace Ichni.Story.YarnFunctions
|
||||
@@ -34,6 +34,10 @@ namespace Ichni.Story.YarnFunctions
|
||||
MessageUIPage.instance.ShowUnlockMessage(songUnlockKey);
|
||||
else
|
||||
Debug.LogError("[StoryTreeCommands] 弹窗失败:场景中未找到 StoryMessageBoxUIPage 实例!");
|
||||
|
||||
// 解锁 Key 已写入 UnlockSaveModule,但当前 StoryPage 的 SongBlock 已经实例化,
|
||||
// 不会自动重新读取授权状态。立刻刷新可让遮罩、按钮交互和后续 Block 状态与新存档同步。
|
||||
StoryManager.instance?.treeController?.RefreshAllStates();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -126,20 +130,7 @@ namespace Ichni.Story.YarnFunctions
|
||||
|
||||
private static string GetTranslatedText(string tableName, string key)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key)) return string.Empty;
|
||||
|
||||
try
|
||||
{
|
||||
// 尝试从 Unity Localization 中获取翻译文本
|
||||
string translated = LocalizationSettings.StringDatabase.GetLocalizedString(tableName, key);
|
||||
// 若获取失败或为空,则直接原样返回 key 作为兜底文本
|
||||
return string.IsNullOrEmpty(translated) ? key : translated;
|
||||
}
|
||||
catch
|
||||
{
|
||||
// 如果表不存在或其他异常,返回原 key
|
||||
return key;
|
||||
}
|
||||
return LocalizationTextService.Resolve(tableName, key, key);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user