#if UNITY_EDITOR using System.Collections.Generic; using System.Linq; using Sirenix.OdinInspector; using UnityEditor; using UnityEngine; namespace Ichni.Story { /// /// StoryData 的编辑器扩展:集中存放只读 Validation 与故事树 Preview。 /// 与运行时数据查询拆分后,修改剧情结构时无需在同一文件中穿过大量 Inspector 绘制代码。 /// public partial class StoryData { private enum StoryPreviewMode { Detailed, Simple } // 编辑器 UI 临时状态(不参与序列化) [System.NonSerialized] private StoryPreviewMode _previewMode = StoryPreviewMode.Detailed; [System.NonSerialized] private Vector2 _previewPan; [System.NonSerialized] private bool _isPanningPreview; [System.NonSerialized] private bool _isPreviewExpanded; [System.NonSerialized] private bool _requestPreviewFit; private const float PreviewViewportHeight = 380f; private const float PreviewPaddingLeft = 24f; // 预览与运行时共用同一套“列 / 行代表 Block 中心点”的布局语义。 // 这里的尺寸直接对应当前四种 Block Prefab 的设计尺寸;若未来修改 Prefab 尺寸,必须同步更新本组常量。 private const float ImportantBlockWidth = 600f; private const float ImportantBlockHeight = 375f; private const float SecondaryBlockWidth = 400f; private const float SecondaryBlockHeight = 200f; private const float SongBlockWidth = 400f; private const float SongBlockHeight = 100f; private const float TutorialBlockWidth = 400f; private const float TutorialBlockHeight = 100f; // 与 StoryTreeController 默认 columnStep / rowStep 保持比例一致, // 因而预览中的相邻列、行间距也能反映运行时的实际布局关系。 private const float RuntimeColumnStep = 720f; private const float RuntimeRowStep = 525f; private const float DetailedPreviewScale = 0.25f; private const float SimplePreviewScale = 0.10f; [PropertyOrder(-9)] [Button("Validate Story Data", ButtonSizes.Medium)] [Tooltip("只读检查当前 StoryData 的引用、ID 与必要字段,不会自动修改资产,也不会检查歌曲/谱面的导入内容。")] private void ValidateStoryData() { List issues = new List(); HashSet blockIds = new HashSet(); HashSet variableKeys = new HashSet(); HashSet markerIds = new HashSet(); if (string.IsNullOrWhiteSpace(chapterIndex)) { issues.Add("[Error] Chapter Index 为空。"); } if (yarnProject == null) { issues.Add("[Warning] Yarn Project 未配置;TextBlock 无法开始对应的 Yarn 节点。"); } foreach (StoryVariableDefinition variable in initialVariables) { if (variable == null) { issues.Add("[Warning] Initial Variables 中存在空项。"); continue; } if (!IsValidStableKey(variable.key)) { issues.Add($"[Warning] Initial Variable Key '{variable.key}' 为空或不符合小写英文、数字、下划线的命名规则。"); continue; } if (!variableKeys.Add(variable.key)) { issues.Add($"[Error] Initial Variable Key '{variable.key}' 重复。"); } } foreach (StoryBlockDefinition block in blocks) { if (block == null) { issues.Add("[Warning] Blocks 中存在空项。"); continue; } if (string.IsNullOrWhiteSpace(block.blockId)) { issues.Add("[Error] 存在未填写 Block ID 的 Block。"); continue; } if (!blockIds.Add(block.blockId)) { issues.Add($"[Error] Block ID '{block.blockId}' 重复。"); } } foreach (StoryBlockDefinition block in blocks) { if (block == null || string.IsNullOrWhiteSpace(block.blockId)) { continue; } ValidateBlock(block, blockIds, issues); ValidateCondition(block.unlockCondition, $"Block '{block.blockId}' Unlock Condition", blockIds, issues); ValidateCondition(block.forbiddenCondition, $"Block '{block.blockId}' Forbidden Condition", blockIds, issues); } ValidateTextBlockYarnNodes(issues); HashSet reachableBlockIds = ValidateStoryGraph(blockIds, issues); foreach (StoryTimelineMarkerDefinition marker in timelineMarkers) { if (marker == null) { issues.Add("[Warning] Timeline Markers 中存在空项。"); continue; } if (!IsValidStableKey(marker.markerId)) { issues.Add($"[Error] Timeline Marker ID '{marker.markerId}' 为空或不符合命名规则。"); } else if (!markerIds.Add(marker.markerId)) { issues.Add($"[Error] Timeline Marker ID '{marker.markerId}' 重复。"); } StoryBlockDefinition anchor = GetBlock(marker.anchorBlockId); if (anchor == null) { issues.Add($"[Error] Timeline Marker '{marker.markerId}' 指向不存在的 Anchor Block '{marker.anchorBlockId}'。"); } else if (anchor.blockType != StoryBlockType.Text) { issues.Add($"[Error] Timeline Marker '{marker.markerId}' 的 Anchor Block '{marker.anchorBlockId}' 不是 TextBlock。"); } if (string.IsNullOrWhiteSpace(marker.labelKey)) { issues.Add($"[Warning] Timeline Marker '{marker.markerId}' 未配置 Label Key。"); } } ValidateTimelineMarkerAnchors(reachableBlockIds, issues); ValidateExclusiveRouteGroups(blockIds, issues); ValidateLegacyYarnSyntax(issues); if (issues.Count == 0) { Debug.Log($"[StoryData] '{name}' validation passed.", this); } else { // Unity Console 的折叠列表不会为单条日志中的换行自动增加行高, // 把整份报告拼成多行字符串会导致文本重叠。摘要与每个问题分别输出, // 既保持 Console 可读,也能让使用者逐条双击定位所属 StoryData。 Debug.LogWarning($"[StoryData] '{name}' validation found {issues.Count} issue(s). See the following entries.", this); for (int index = 0; index < issues.Count; index++) { string issue = issues[index]; string message = $"[StoryData] '{name}' [{index + 1}/{issues.Count}] {issue}"; if (issue.StartsWith("[Error]")) Debug.LogError(message, this); else Debug.LogWarning(message, this); } } } /// /// 检查单个 Block 的必要配置。该方法只报告明确会导致运行时入口失效的字段, /// 不检查歌曲或谱面导入结果,以免把内容制作流程变成阻断式校验。 /// private static void ValidateBlock(StoryBlockDefinition block, HashSet blockIds, List issues) { HashSet nextIds = new HashSet(); foreach (string nextId in block.nextBlockIds) { if (string.IsNullOrWhiteSpace(nextId)) { issues.Add($"[Warning] Block '{block.blockId}' 的 Next Blocks 中存在空 ID。"); } else if (!blockIds.Contains(nextId)) { issues.Add($"[Error] Block '{block.blockId}' 指向不存在的 Next Block '{nextId}'。"); } else if (!nextIds.Add(nextId)) { issues.Add($"[Warning] Block '{block.blockId}' 重复指向 Next Block '{nextId}'。"); } } switch (block.blockType) { case StoryBlockType.Text when string.IsNullOrWhiteSpace(block.yarnNodeName): issues.Add($"[Warning] TextBlock '{block.blockId}' 未配置 Yarn Node。"); break; case StoryBlockType.Song when string.IsNullOrWhiteSpace(block.songName): issues.Add($"[Warning] SongBlock '{block.blockId}' 未配置 Song ID。"); break; case StoryBlockType.Tutorial: if (string.IsNullOrWhiteSpace(block.tutorialKey)) issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置 Tutorial Key。"); if (string.IsNullOrWhiteSpace(block.tutorialProgressVariable)) issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置 Progress Variable。"); if (block.tutorialDifficultySaveId < 0) issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置有效的 Difficulty Save ID。"); break; } } /// /// 校验 TextBlock 的 Yarn 节点是否真实存在于已编译的 YarnProject,及是否被多个 Block 共用。 /// 后者并非必然错误,但通常意味着复制 Block 后忘记替换 Node,因此仅报告 Warning。 /// private void ValidateTextBlockYarnNodes(List issues) { if (yarnProject?.Program == null) return; Dictionary> blockIdsByNode = new Dictionary>(); foreach (StoryBlockDefinition block in blocks) { if (block == null || block.blockType != StoryBlockType.Text || string.IsNullOrWhiteSpace(block.yarnNodeName)) continue; if (!yarnProject.Program.Nodes.ContainsKey(block.yarnNodeName)) issues.Add($"[Error] TextBlock '{block.blockId}' 指向的 Yarn Node '{block.yarnNodeName}' 不存在于当前 Yarn Project。" ); if (!blockIdsByNode.TryGetValue(block.yarnNodeName, out List referencedBlocks)) { referencedBlocks = new List(); blockIdsByNode[block.yarnNodeName] = referencedBlocks; } referencedBlocks.Add(block.blockId); } foreach (KeyValuePair> pair in blockIdsByNode) { if (pair.Value.Count > 1) issues.Add($"[Warning] Yarn Node '{pair.Key}' 被多个 TextBlock 共用:{string.Join(", ", pair.Value)}。确认这是有意复用,而非遗漏修改 Node。" ); } } /// /// 对 StoryData 的连接图做只读的结构检查:入口、不可达 Block、环路、非向前连接与终点。 /// 这些检查不评价具体剧情质量,只定位最容易造成“永远无法游玩”或“无法结束章节”的配置问题。 /// private HashSet ValidateStoryGraph(HashSet blockIds, List issues) { Dictionary> adjacency = new Dictionary>(); Dictionary indegree = new Dictionary(); foreach (string id in blockIds) { adjacency[id] = new List(); indegree[id] = 0; } foreach (StoryBlockDefinition block in blocks) { if (block == null || !blockIds.Contains(block.blockId)) continue; foreach (string nextId in block.nextBlockIds.Where(id => !string.IsNullOrWhiteSpace(id) && blockIds.Contains(id)).Distinct()) { adjacency[block.blockId].Add(nextId); indegree[nextId]++; StoryBlockDefinition next = GetBlock(nextId); if (next != null && next.gridColumn <= block.gridColumn) issues.Add($"[Warning] Block '{block.blockId}' -> '{nextId}' 没有指向更靠后的 Column;请确认这不是意外的回退连接或循环。" ); } } List entries = indegree.Where(pair => pair.Value == 0).Select(pair => pair.Key).ToList(); if (entries.Count == 0 && blockIds.Count > 0) issues.Add("[Error] 剧情连接图没有入口 Block(所有 Block 都存在前置连接)。"); else if (entries.Count > 1) issues.Add($"[Warning] 剧情连接图存在 {entries.Count} 个入口 Block:{string.Join(", ", entries)}。确认它们均由条件或设计意图控制。" ); HashSet reachable = new HashSet(); Stack pending = new Stack(entries); while (pending.Count > 0) { string current = pending.Pop(); if (!reachable.Add(current)) continue; foreach (string next in adjacency[current]) pending.Push(next); } foreach (string id in blockIds.Where(id => !reachable.Contains(id))) issues.Add($"[Warning] Block '{id}' 从任何入口都不可达;若依赖纯变量条件进入,请确认存在外部入口。" ); List terminalBlocks = adjacency.Where(pair => pair.Value.Count == 0).Select(pair => pair.Key).ToList(); if (blockIds.Count > 0 && terminalBlocks.Count == 0) issues.Add("[Warning] 剧情连接图不存在终点 Block;请确认循环路线可以按预期结束。" ); HashSet visiting = new HashSet(); HashSet visited = new HashSet(); foreach (string entry in entries) DetectCycle(entry, adjacency, visiting, visited, issues); return reachable; } private static void DetectCycle(string blockId, Dictionary> adjacency, HashSet visiting, HashSet visited, List issues) { if (visited.Contains(blockId)) return; if (!visiting.Add(blockId)) { issues.Add($"[Warning] 剧情连接图检测到包含 Block '{blockId}' 的循环。请确认该循环有明确的变量出口。" ); return; } foreach (string next in adjacency[blockId]) DetectCycle(next, adjacency, visiting, visited, issues); visiting.Remove(blockId); visited.Add(blockId); } /// 检查多个 Marker 是否锚定到同一 Block;通常表示重复配置,不阻止特殊的多标签时间点。 private void ValidateTimelineMarkerAnchors(HashSet reachableBlockIds, List issues) { foreach (IGrouping group in timelineMarkers .Where(marker => marker != null && !string.IsNullOrWhiteSpace(marker.anchorBlockId)) .GroupBy(marker => marker.anchorBlockId)) { if (group.Count() > 1) issues.Add($"[Warning] 多个 Timeline Marker 锚定到 Block '{group.Key}':{string.Join(", ", group.Select(marker => marker.markerId))}。确认这是有意的多标签时间点。" ); if (!reachableBlockIds.Contains(group.Key)) issues.Add($"[Warning] Timeline Marker 锚定的 Block '{group.Key}' 从任何入口都不可达,Marker 将永远不会按正常流程显示。" ); } } /// /// 检查互斥结局的编辑期声明。由于 Forbidden Condition 可以是任意变量表达式, /// 自检无法数学证明条件完全互斥;它只检查显式分组、引用、终点形态和最基本的禁用条件覆盖。 /// private void ValidateExclusiveRouteGroups(HashSet blockIds, List issues) { HashSet groupIds = new HashSet(); foreach (StoryRouteValidationGroup group in exclusiveRouteGroups) { if (group == null) { issues.Add("[Warning] Exclusive Route Groups 中存在空项。"); continue; } if (!IsValidStableKey(group.groupId)) issues.Add($"[Error] Exclusive Route Group ID '{group.groupId}' 为空或不符合命名规则。" ); else if (!groupIds.Add(group.groupId)) issues.Add($"[Error] Exclusive Route Group ID '{group.groupId}' 重复。" ); if (group.terminalBlockIds == null || group.terminalBlockIds.Count < 2) { issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 至少应包含两个互斥终点 Block。" ); continue; } HashSet seenTerminalIds = new HashSet(); foreach (string terminalId in group.terminalBlockIds) { if (!seenTerminalIds.Add(terminalId)) { issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 重复包含 Block '{terminalId}'。" ); continue; } StoryBlockDefinition terminal = GetBlock(terminalId); if (terminal == null || !blockIds.Contains(terminalId)) { issues.Add($"[Error] Exclusive Route Group '{group.groupId}' 引用了不存在的 Block '{terminalId}'。" ); continue; } if (terminal.nextBlockIds.Any(id => !string.IsNullOrWhiteSpace(id))) issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 的终点 Block '{terminalId}' 仍配置了 Next Block。" ); if (terminal.forbiddenCondition == null || !terminal.forbiddenCondition.IsConfigured) issues.Add($"[Warning] 互斥终点 Block '{terminalId}' 未配置 Forbidden Condition;请人工确认其它路线完成后会禁用它。" ); } } } /// /// 侦测已废弃的 Yarn 临时变量语法。新台本应只使用项目提供的 set_* / get_* 永久变量命令; /// C0 旧台本仍可能保留历史语法,故当前只输出 Warning,不自动修改任何文本资产。 /// private void ValidateLegacyYarnSyntax(List issues) { if (yarnProject == null) return; string projectPath = AssetDatabase.GetAssetPath(yarnProject); foreach (string path in AssetDatabase.GetDependencies(projectPath, true).Where(path => path.EndsWith(".yarn"))) { TextAsset yarnSource = AssetDatabase.LoadAssetAtPath(path); if (yarnSource == null) continue; string[] lines = yarnSource.text.Split('\n'); for (int index = 0; index < lines.Length; index++) { string line = lines[index].TrimStart(); if (line.StartsWith("< /// 遍历通用条件树,检查会造成条件无法按预期求值的空引用或不存在 Block 引用。 /// VariableCondition 只检查变量名是否为空:未在 Initial Variables 声明的变量允许由 Yarn 在运行时首次写入。 /// private static void ValidateCondition(StoryCondition condition, string owner, HashSet blockIds, List issues) { if (condition?.root != null) { ValidateConditionNode(condition.root, owner, blockIds, issues); } } private static void ValidateConditionNode(StoryConditionNode node, string owner, HashSet blockIds, List issues) { switch (node) { case AllOfCondition allOf: if (allOf.conditions == null || allOf.conditions.Count == 0) issues.Add($"[Warning] {owner} 的 All Of 没有子条件,会恒为 true。"); else ValidateConditionChildren(allOf.conditions, owner, blockIds, issues); break; case AnyOfCondition anyOf: if (anyOf.conditions == null || anyOf.conditions.Count == 0) issues.Add($"[Warning] {owner} 的 Any Of 没有子条件,会恒为 false。"); else ValidateConditionChildren(anyOf.conditions, owner, blockIds, issues); break; case NotCondition not: if (not.condition == null) issues.Add($"[Warning] {owner} 的 Not 没有子条件,会恒为 true。"); else ValidateConditionNode(not.condition, owner, blockIds, issues); break; case BlockCompletedCondition blockCompleted: if (string.IsNullOrWhiteSpace(blockCompleted.blockId) || !blockIds.Contains(blockCompleted.blockId)) issues.Add($"[Error] {owner} 引用了不存在的 Block Completed ID '{blockCompleted.blockId}'。"); break; case VariableCondition variable when string.IsNullOrWhiteSpace(variable.variableName): issues.Add($"[Error] {owner} 存在未填写 Variable Name 的 Variable Compare。"); break; case null: issues.Add($"[Warning] {owner} 包含空条件节点。"); break; } } private static void ValidateConditionChildren(List children, string owner, HashSet blockIds, List issues) { foreach (StoryConditionNode child in children) { ValidateConditionNode(child, owner, blockIds, issues); } } private static bool IsValidStableKey(string value) { if (string.IsNullOrWhiteSpace(value)) { return false; } foreach (char character in value) { if (!(character is >= 'a' and <= 'z') && !(character is >= '0' and <= '9') && character != '_') { return false; } } return true; } /// /// 在 Inspector 顶部绘制只读的故事树结构预览(流程图样式,连线左右相连)。 /// 提供"详细 / 简略"两种可拖拽平移的视图;按 (gridColumn, gridRow) 摆放 block。 /// 每个 Block 使用其运行时 Prefab 尺寸按统一比例缩放后的矩形,且列坐标始终代表 Block 的中心点, /// 从而让 Important / Secondary / Song / Tutorial 的体积与连线端点关系尽量接近游戏内画面。 /// [PropertyOrder(-10)] [OnInspectorGUI] private void DrawStoryPreview() { _isPreviewExpanded = EditorGUILayout.Foldout( _isPreviewExpanded, new GUIContent( "Story Tree Preview", "只读预览:按 StoryData 的 Column / Row、连接关系和当前 Block 尺寸约定绘制。展开后可拖动平移视图。" ), true ); if (!_isPreviewExpanded) { return; } if (blocks == null || blocks.Count == 0) { EditorGUILayout.HelpBox("尚未定义任何 block。", MessageType.Info); return; } // 顶部工具条:模式切换 + 复位视图 EditorGUILayout.BeginHorizontal(); _previewMode = (StoryPreviewMode)GUILayout.Toolbar( (int)_previewMode, new[] { "Detailed", "Simple" }, GUILayout.Height(20f)); if (GUILayout.Button("Fit View", GUILayout.Width(80f), GUILayout.Height(20f))) _requestPreviewFit = true; if (GUILayout.Button("Reset", GUILayout.Width(60f), GUILayout.Height(20f))) _previewPan = Vector2.zero; EditorGUILayout.EndHorizontal(); bool simple = _previewMode == StoryPreviewMode.Simple; float previewScale = simple ? SimplePreviewScale : DetailedPreviewScale; float stepX = RuntimeColumnStep * previewScale; float stepY = RuntimeRowStep * previewScale; Rect area = GUILayoutUtility.GetRect(0f, PreviewViewportHeight, GUILayout.ExpandWidth(true)); // 工具栏按钮在取得最终 Preview 区域后才可执行精确 Fit;用当前 Event 的热键标记延迟到这里处理。 if (_requestPreviewFit) { FitPreviewView(area, previewScale); _requestPreviewFit = false; } EditorGUI.DrawRect(area, new Color(0.12f, 0.12f, 0.14f, 1f)); HandlePreviewPanning(area); // 裁剪到预览区,超出部分(平移后)不外溢到其它 Inspector 元素 GUI.BeginClip(area); { // (0,0) 是 Block 的逻辑中心点。为避免第一列 Important Block 被左侧裁掉, // 初始视图预留半个最大 Block 宽度;这不改变 StoryData 的坐标语义。 float originX = PreviewPaddingLeft + ImportantBlockWidth * previewScale * 0.5f + _previewPan.x; float originY = area.height * 0.5f + _previewPan.y; // 计算各 Block 的实际比例矩形。运行时同样以中心 Pivot 放置,因此 gridColumn / gridRow // 在预览中也对应矩形中心,而不是左边缘。 Dictionary cellRects = new Dictionary(); foreach (StoryBlockDefinition block in blocks) { if (!HasPreviewableBlockId(block)) continue; Vector2 blockSize = GetPreviewBlockSize(block, previewScale); float px = originX + block.gridColumn * stepX; // 列向右为正(可负、可小数) float py = originY + block.gridRow * stepY; // 行向下为正、向上为负 cellRects[block.blockId] = new Rect( px - blockSize.x * 0.5f, py - blockSize.y * 0.5f, blockSize.x, blockSize.y); } // 先画连线:与 BlockConnectorView 相同,起点右中 → 以两个 Block 中心的中点列折线 → 终点左中。 // 不使用端口中点作为转折列,避免不同宽度 Block 在同一列时出现不一致的转折位置。 Handles.BeginGUI(); foreach (StoryBlockDefinition block in blocks) { if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect fromRect)) continue; foreach (string nextId in block.nextBlockIds) { if (string.IsNullOrEmpty(nextId) || !cellRects.TryGetValue(nextId, out Rect toRect)) continue; Vector3 start = new Vector3(fromRect.xMax, fromRect.center.y, 0f); Vector3 end = new Vector3(toRect.xMin, toRect.center.y, 0f); float midX = (fromRect.center.x + toRect.center.x) * 0.5f; Vector3 mid1 = new Vector3(midX, start.y, 0f); Vector3 mid2 = new Vector3(midX, end.y, 0f); Handles.color = new Color(0.82f, 0.82f, 0.88f, 1f); Handles.DrawAAPolyLine(simple ? 2f : 3f, start, mid1, mid2, end); } } Handles.EndGUI(); // 再画 block 方块 GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel) { alignment = TextAnchor.MiddleCenter, wordWrap = true, richText = false, fontSize = simple ? 9 : 11, normal = { textColor = Color.white } }; foreach (StoryBlockDefinition block in blocks) { if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect rect)) continue; EditorGUI.DrawRect(rect, GetTypeColor(block.blockType)); string label = GetPreviewLabel(block, simple, rect.height); GUI.Label(rect, label, labelStyle); } } GUI.EndClip(); } /// /// 返回一个 Block 在 Inspector 预览中的尺寸。所有类型使用同一缩放比例, /// 因而宽高比及不同 Block 之间的体积关系与运行时 Prefab 保持一致。 /// private static Vector2 GetPreviewBlockSize(StoryBlockDefinition block, float previewScale) { Vector2 runtimeSize = block.blockType switch { StoryBlockType.Text when block.textImportance == TextBlockImportance.Important => new Vector2(ImportantBlockWidth, ImportantBlockHeight), StoryBlockType.Text => new Vector2(SecondaryBlockWidth, SecondaryBlockHeight), StoryBlockType.Song => new Vector2(SongBlockWidth, SongBlockHeight), StoryBlockType.Tutorial => new Vector2(TutorialBlockWidth, TutorialBlockHeight), _ => Vector2.zero }; return runtimeSize * previewScale; } /// /// 将当前 StoryData 的真实预览边界居中到可视区域。 /// 只修改 Inspector 的临时平移量,不会修改任何 Block 的 gridColumn / gridRow。 /// private void FitPreviewView(Rect area, float previewScale) { if (blocks == null || blocks.Count == 0) { _previewPan = Vector2.zero; return; } float stepX = RuntimeColumnStep * previewScale; float stepY = RuntimeRowStep * previewScale; float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity; float minY = float.PositiveInfinity; float maxY = float.NegativeInfinity; foreach (StoryBlockDefinition block in blocks) { if (!HasPreviewableBlockId(block)) { continue; } Vector2 size = GetPreviewBlockSize(block, previewScale); float centerX = block.gridColumn * stepX; float centerY = block.gridRow * stepY; minX = Mathf.Min(minX, centerX - size.x * 0.5f); maxX = Mathf.Max(maxX, centerX + size.x * 0.5f); minY = Mathf.Min(minY, centerY - size.y * 0.5f); maxY = Mathf.Max(maxY, centerY + size.y * 0.5f); } if (float.IsPositiveInfinity(minX)) { _previewPan = Vector2.zero; return; } // DrawStoryPreview 的初始原点位于左侧 Padding + 半个最大 Block 宽度; // 此处只补偿该基础原点与内容包围盒中心之间的差值。 float baseOriginX = PreviewPaddingLeft + ImportantBlockWidth * previewScale * 0.5f; _previewPan = new Vector2( area.width * 0.5f - baseOriginX - (minX + maxX) * 0.5f, -(minY + maxY) * 0.5f ); } /// /// 根据可用高度选择预览标签密度。Song / Tutorial 的真实比例高度较小, /// 因此只显示 Block ID,避免文字撑破矩形而掩盖实际体积关系。 /// private static string GetPreviewLabel(StoryBlockDefinition block, bool simple, float blockHeight) { if (simple || blockHeight < 32f) { return block.blockId; } if (blockHeight < 60f) { return $"{block.blockId}\n[{block.blockType}]"; } return $"{block.blockId}\n[{block.blockType}]\n{block.GetDisplayTitle()}"; } /// /// 处理预览区内的鼠标拖拽平移。 /// private void HandlePreviewPanning(Rect area) { Event e = Event.current; switch (e.type) { case EventType.MouseDown: if (area.Contains(e.mousePosition)) { _isPanningPreview = true; e.Use(); } break; case EventType.MouseDrag: if (_isPanningPreview) { _previewPan += e.delta; GUI.changed = true; e.Use(); } break; case EventType.MouseUp: if (_isPanningPreview) { _isPanningPreview = false; e.Use(); } break; } } /// /// 判断 Block 能否参与 Inspector 中的故事树预览。 /// 新增 Block 时,Odin 会先创建一个尚未填写 blockId 的临时数据项;它还不能作为 /// Dictionary 的 Key,也不应在预览中显示或连接。统一在三个预览阶段过滤,避免后续 /// Draw / TryGetValue 阶段再次把空引用传入 Dictionary。 /// private static bool HasPreviewableBlockId(StoryBlockDefinition block) { return block != null && !string.IsNullOrWhiteSpace(block.blockId); } /// /// 预览中不同 block 类型的填充色。 /// private static Color GetTypeColor(StoryBlockType type) { return type switch { StoryBlockType.Text => new Color(0.20f, 0.42f, 0.72f, 1f), // 蓝 StoryBlockType.Song => new Color(0.62f, 0.30f, 0.66f, 1f), // 紫 StoryBlockType.Tutorial => new Color(0.28f, 0.56f, 0.36f, 1f), // 绿 _ => new Color(0.4f, 0.4f, 0.4f, 1f) }; } } } #endif