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ichni_Official/Assets/Scripts/NewStorySystem/YarnFunctions/StoryTreeCommands.cs
SoulliesOfficial 7b7d069b84 StorySystem
2026-07-07 01:28:27 -04:00

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using Ichni.Story.Dialogue;
using Ichni.Story.UI;
using UnityEngine;
using UnityEngine.Localization.Settings;
using Yarn.Unity;
namespace Ichni.Story.YarnFunctions
{
/// <summary>
/// 包含与故事树节点控制、全局进程、存档交互相关的 Yarn 自定义命令注册器。
/// </summary>
public static class StoryTreeCommands
{
// ── Yarn Commands ────────────────────────────────────────────────────────
/// <summary>
/// 解锁一首新歌曲,并在当前这段对话结束(对话 UI 淡出)后,弹出 MessageBox 提示。
/// 格式: &lt;&lt;unlock_song songUnlockKey&gt;&gt;
/// </summary>
/// <param name="songUnlockKey">要解锁的歌曲密钥/ID</param>
[YarnCommand("unlock_song")]
public static void UnlockSong(string songUnlockKey)
{
if (GameSaveManager.instance == null || GameSaveManager.instance.SongSaveModule == null)
{
Debug.LogError("[StoryTreeCommands] 无法解锁歌曲GameSaveManager 或其 SongSaveModule 未初始化!");
return;
}
// 1. 检查是否已经解锁
if (GameSaveManager.instance.SongSaveModule.CheckStoryKey(songUnlockKey))
{
Debug.Log($"[StoryTreeCommands] 歌曲 {songUnlockKey} 已处于解锁状态。");
return;
}
// 2. 写入解锁状态并保存存档
GameSaveManager.instance.SongSaveModule.storyUnlockKeys.Add(songUnlockKey);
GameSaveManager.instance.SongSaveModule.SaveStoryUnlockKeys();
Debug.Log($"[StoryTreeCommands] 已成功写入并保存歌曲解锁密钥:{songUnlockKey}");
// 3. 将 UI 弹窗提示加入到对话结束队列中
if (StoryDialogueController.instance != null)
{
StoryDialogueController.instance.dialogueEndActions.Add(() =>
{
if (StoryMessageBoxUIPage.instance != null)
{
StoryMessageBoxUIPage.instance.ShowUnlockMessage(songUnlockKey);
}
else
{
Debug.LogError("[StoryTreeCommands] 弹窗失败:场景中未找到 StoryMessageBoxUIPage 实例!");
}
});
}
else
{
Debug.LogError("[StoryTreeCommands] 弹窗队列注册失败:未找到 StoryDialogueController 实例!");
}
}
/// <summary>
/// 在对话结束后,弹出一个自定义 MessageBox 提示。
/// 会尝试使用 Unity Localization 进行翻译如果找不到对应条目则回退显示原文本Key
/// 格式: &lt;&lt;show_message titleKey contentKey [tableName]&gt;&gt;
/// </summary>
/// <param name="titleKey">标题文本或本地化键</param>
/// <param name="contentKey">正文文本或本地化键</param>
/// <param name="tableName">Unity Localization 中的 String Table 名称</param>
[YarnCommand("show_message")]
public static void ShowMessage(string titleKey, string contentKey, string tableName = "Message")
{
string translatedTitle = GetTranslatedText(tableName, titleKey);
string translatedContent = GetTranslatedText(tableName, contentKey);
Debug.Log($"[StoryTreeCommands] 准备在对话结束后显示自定义弹窗:标题='{translatedTitle}',内容='{translatedContent}'");
StoryDialogueController.instance.dialogueEndActions.Add(() =>
{
StoryMessageBoxUIPage.instance.ShowCustomMessage(translatedTitle, translatedContent);
});
}
// ── 内部辅助 ─────────────────────────────────────────────────────────────
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;
}
}
}
}