using System.Collections.Generic; using System.Linq; using Ichni.Story.UI; using Sirenix.OdinInspector; using UniRx; using UnityEngine; namespace Ichni.Story { /// /// 故事树控制器。从 一次性全量构建所有 block 视图与连接线, /// 布局由每个 block 的 (gridColumn, gridRow) 静态决定;每个 block 的 /// 由"已完成集合 + 解锁条件"实时推导。 /// 存档只保存已完成 block 的 id 集合。 /// public class StoryTreeController : MonoBehaviour { [Header("UI References")] [Tooltip("blocks 与 connectors 共用的单一容器(即 ScrollRect 的 content,localScale 必须为 1)")] public RectTransform content; public GameObject textBlockPrefab; public GameObject songBlockPrefab; public GameObject tutorialBlockPrefab; public GameObject connectorPrefab; [Header("Layout Settings")] [Tooltip("网格单元格尺寸(决定相邻列/行的步距,全局统一)")] public Vector2 cellSize = new Vector2(400f, 200f); [Tooltip("相邻单元格之间的间隔(水平 x、垂直 y)")] public Vector2 cellSpacing = new Vector2(120f, 150f); public float marginLeft = 50f; public float marginRight = 50f; public float marginTop = 50f; public float marginBottom = 50f; public float minContentWidth = 2560f; public float minContentHeight = 1440f; [Header("Runtime")] public StoryBlockView currentBlock; public List blocks = new List(); public List connectors = new List(); private string _chapterIndex; private StoryData _storyData; /// 当前已构建章节的 StoryData(供对话控制器切换 YarnProject 等使用)。 public StoryData ActiveStoryData => _storyData; /// 当前已构建章节的索引。 public string ActiveChapterIndex => _chapterIndex; // 当前章节已完成的 block id 集合(状态推导的唯一进度来源) private readonly HashSet _completed = new HashSet(); private void Start() { // 存档系统未就绪时跳过;正式流程由 StoryManager.OpenChapter 在进入剧情页时触发构建。 if (GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null) return; if (ChapterSelectionManager.instance != null && ChapterSelectionManager.instance.currentChapter != null) { BuildChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex); } } // ── Build ───────────────────────────────────────────────────────────────── /// /// 构建指定章节的故事树:全量生成所有 block 与连接线,状态由存档中的已完成集合推导。 /// public void BuildChapter(string chapterIndex) { _chapterIndex = chapterIndex; _storyData = StoryManager.instance != null ? StoryManager.instance.GetStoryData(chapterIndex) : null; if (_storyData == null) { Debug.LogError($"[StoryTreeController] 找不到章节 '{chapterIndex}' 的 StoryData,请在 StoryManager.storyDatas 中登记。"); return; } if (GameSaveManager.instance == null || GameSaveManager.instance.StorySaveModule == null) { Debug.LogWarning("[StoryTreeController] 存档系统尚未就绪(GameSaveManager.StorySaveModule 为空),跳过构建。"); return; } ClearTree(); // 载入已完成集合(新章节为空) ChapterStorySave save = GameSaveManager.instance.StorySaveModule.GetChapter(chapterIndex); _completed.Clear(); foreach (string id in save.completedBlockIds) _completed.Add(id); // 全量生成所有 block(位置按网格换算,状态按已完成集合 + 解锁条件推导) foreach (StoryBlockDefinition def in _storyData.blocks) GenerateBlock(def); // 全量生成所有连接线 foreach (StoryBlockDefinition def in _storyData.blocks) foreach (string nextId in def.nextBlockIds) GenerateConnector(def.blockId, nextId); SetUpBackground(); // 连线在下一帧刷新(见 RefreshConnectors):等待 Unity 完成 Canvas 布局, // 使 block 端口的世界坐标稳定,避免端口坐标尚未生效时塌缩到同一点。 RefreshConnectors(); } // ── Generation ────────────────────────────────────────────────────────── /// /// 按定义生成一个 block 视图:位置由网格换算,状态由推导得出。 /// public StoryBlockView GenerateBlock(StoryBlockDefinition def) { GameObject prefab = def.blockType switch { StoryBlockType.Text => textBlockPrefab, StoryBlockType.Song => songBlockPrefab, StoryBlockType.Tutorial => tutorialBlockPrefab, _ => null }; if (prefab == null) { Debug.LogError($"[StoryTreeController] block 类型 {def.blockType} 未配置预制体。"); return null; } StoryBlockView view = Instantiate(prefab, content).GetComponent(); if (view == null) { Debug.LogError($"[StoryTreeController] 预制体 '{prefab.name}' 缺少 StoryBlockView 组件。"); return null; } view.Initialize(def, GetGridPosition(def), DeriveState(def)); blocks.Add(view); return view; } /// /// 在两个已存在的 block 之间生成连接线。 /// public void GenerateConnector(string fromBlockId, string toBlockId) { StoryBlockView from = GetBlockView(fromBlockId); StoryBlockView to = GetBlockView(toBlockId); if (from == null || to == null) { Debug.LogWarning($"[StoryTreeController] 无法连线:'{fromBlockId}' -> '{toBlockId}'(block 不存在)。"); return; } // 连接线与 block 同处一个容器(content);置为第一个子物体,渲染在所有 block 之后方。 GameObject connectorObject = Instantiate(connectorPrefab, content); connectorObject.transform.SetAsFirstSibling(); BlockConnectorView connector = connectorObject.GetComponent(); if (connector == null) { Debug.LogError($"[StoryTreeController] 连接线预制体 '{connectorPrefab.name}' 缺少 BlockConnectorView 组件。"); Destroy(connectorObject); return; } // 仅记录起止 block 引用;曲线在布局刷新后由 RefreshConnectors 统一计算。 connector.startBlock = from; connector.endBlock = to; connectors.Add(connector); } // ── State / Unlocking ───────────────────────────────────────────────────── /// /// 依据"已完成集合 + 解锁条件"推导单个 block 的状态。 /// 已完成 → Completed;否则满足解锁条件 → Current;否则 → Locked。 /// 解锁条件为空视为无条件满足(章节起始即为 Current)。 /// private StoryBlockState DeriveState(StoryBlockDefinition def) { if (_completed.Contains(def.blockId)) return StoryBlockState.Completed; if (def.unlockCondition.IsSatisfied(GetVariable, IsBlockCompleted)) return StoryBlockState.Current; return StoryBlockState.Locked; } /// /// 重新推导并应用所有 block 的状态(在完成某 block 或变量变化后调用)。 /// public void RefreshAllStates() { foreach (StoryBlockView view in blocks) { StoryBlockDefinition def = _storyData.GetBlock(view.blockId); if (def == null) continue; view.ApplyState(DeriveState(def)); } } /// /// 标记某 block 完成,推导重算并保存。对话系统(阶段 2)在对话结束时调用。 /// public void OnBlockCompleted(string blockId) { if (!_completed.Add(blockId)) return; // 已完成,无需处理 RefreshAllStates(); SaveChapter(); } private bool IsBlockCompleted(string blockId) => _completed.Contains(blockId); // 阶段 2 将改由 StoryVariableStorage 提供;此处从全局变量存档读取作占位 private int GetVariable(string variableName) { StoryVariablesSave vars = GameSaveManager.instance.StorySaveModule.variables; if (vars.floatVariables.TryGetValue(variableName, out float f)) return Mathf.RoundToInt(f); if (vars.boolVariables.TryGetValue(variableName, out bool b)) return b ? 1 : 0; return 0; } // ── Persistence ───────────────────────────────────────────────────────── /// /// 保存当前章节进度(已完成 block 集合)。选项由对话系统维护、不在此覆盖。 /// [Button] public void SaveChapter() { if (string.IsNullOrEmpty(_chapterIndex)) return; ChapterStorySave save = GameSaveManager.instance.StorySaveModule.GetChapter(_chapterIndex); save.chapterIndex = _chapterIndex; save.completedBlockIds = _completed.ToList(); GameSaveManager.instance.StorySaveModule.SaveChapter(save); } // ── Layout ──────────────────────────────────────────────────────────────── /// /// 将 block 的网格坐标 (gridColumn, gridRow) 换算为 BlockContainer 中的 anchoredPosition。 /// 约定左侧中线为原点:列向右为正,行向下为正、向上为负(anchoredPosition.y 取负)。 /// gridColumn / gridRow 支持负数与小数,可用于微调 block 位置。 /// private Vector2 GetGridPosition(StoryBlockDefinition def) { float x = marginLeft + def.gridColumn * (cellSize.x + cellSpacing.x); float y = -def.gridRow * (cellSize.y + cellSpacing.y); return new Vector2(x, y); } /// /// 根据 block 分布计算并设置 content(BlockContainer) 尺寸。 /// block 采用左中 pivot:anchoredPosition.x 为左边缘,y 相对垂直中线(上正下负)。 /// public void SetUpBackground() { if (blocks.Count == 0) { content.sizeDelta = new Vector2(minContentWidth, minContentHeight); return; } float maxRight = 0f; 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) foreach (StoryBlockView block in blocks) { RectTransform rect = block.blockRect; Vector2 pos = rect.anchoredPosition; Vector2 size = rect.sizeDelta; float rightEdge = pos.x + size.x; float topExtent = pos.y + size.y * 0.5f; float bottomExtent = -(pos.y - size.y * 0.5f); if (rightEdge > maxRight) maxRight = rightEdge; if (topExtent > maxVertical) maxVertical = topExtent; if (bottomExtent > maxVertical) maxVertical = bottomExtent; } float width = Mathf.Max(maxRight + marginRight, minContentWidth); float height = Mathf.Max(maxVertical * 2f + marginTop + marginBottom, minContentHeight); content.sizeDelta = new Vector2(width, height); } /// /// 重算所有连接线曲线(在 block 位置确定后调用)。 /// public void RefreshConnectors() { Observable.NextFrame().Subscribe(_ => { foreach (BlockConnectorView connector in connectors) { connector.SetCurve(); } }).AddTo(this); } // ── Helpers / Debug ───────────────────────────────────────────────────── public StoryBlockView GetBlockView(string blockId) => blocks.FirstOrDefault(b => b.blockId == blockId); private void ClearTree() { foreach (StoryBlockView block in blocks) if (block != null) Destroy(block.gameObject); blocks.Clear(); foreach (BlockConnectorView connector in connectors) if (connector != null) Destroy(connector.gameObject); connectors.Clear(); if (content != null) content.sizeDelta = Vector2.zero; } /// /// 编辑器测试用:以当前章节重新构建故事树。 /// [Button] public void DebugBuildCurrentChapter() { if (ChapterSelectionManager.instance != null && ChapterSelectionManager.instance.currentChapter != null) { BuildChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex); } else { Debug.LogWarning("[StoryTreeController] 当前没有选中的章节。"); } } /// /// 编辑器测试用:模拟完成当前选中的 block(验证解锁重算与存档),阶段 2 前用于替代对话。 /// [Button] public void DebugCompleteCurrentBlock() { if (currentBlock == null) { Debug.LogWarning("[StoryTreeController] currentBlock 为空,请先点击一个 block。"); return; } OnBlockCompleted(currentBlock.blockId); } /// /// 编辑器测试用:清空当前章节进度并重建(全部回到未完成的初始推导状态)。 /// [Button] public void DebugResetChapterProgress() { if (string.IsNullOrEmpty(_chapterIndex)) { Debug.LogWarning("[StoryTreeController] 尚未构建任何章节。"); return; } _completed.Clear(); SaveChapter(); BuildChapter(_chapterIndex); } } }