104 lines
4.8 KiB
C#
104 lines
4.8 KiB
C#
using Ichni.Story.Dialogue;
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using Ichni.Story.UI;
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using UnityEngine;
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using UnityEngine.Localization.Settings;
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using Yarn.Unity;
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namespace Ichni.Story.YarnFunctions
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{
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/// <summary>
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/// 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。
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/// </summary>
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public static class StoryTreeCommands
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{
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// ── Yarn Commands ────────────────────────────────────────────────────────
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/// <summary>
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/// 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。
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/// 格式: <<unlock_song songUnlockKey>>
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/// </summary>
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/// <param name="songUnlockKey">要解锁的歌曲密钥/ID</param>
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[YarnCommand("unlock_song")]
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public static void UnlockSong(string songUnlockKey)
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{
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if (GameSaveManager.instance == null || GameSaveManager.instance.SongSaveModule == null)
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{
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Debug.LogError("[StoryTreeCommands] 无法解锁歌曲:GameSaveManager 或其 SongSaveModule 未初始化!");
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return;
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}
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// 1. 检查是否已经解锁
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if (GameSaveManager.instance.SongSaveModule.CheckStoryKey(songUnlockKey))
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{
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Debug.Log($"[StoryTreeCommands] 歌曲 {songUnlockKey} 已处于解锁状态。");
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return;
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}
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// 2. 写入解锁状态并保存存档
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GameSaveManager.instance.SongSaveModule.storyUnlockKeys.Add(songUnlockKey);
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GameSaveManager.instance.SongSaveModule.SaveStoryUnlockKeys();
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Debug.Log($"[StoryTreeCommands] 已成功写入并保存歌曲解锁密钥:{songUnlockKey}");
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// 3. 将 UI 弹窗提示加入到对话结束队列中
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if (StoryDialogueController.instance != null)
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{
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StoryDialogueController.instance.dialogueEndActions.Add(() =>
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{
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if (StoryMessageBoxUIPage.instance != null)
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{
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StoryMessageBoxUIPage.instance.ShowUnlockMessage(songUnlockKey);
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}
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else
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{
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Debug.LogError("[StoryTreeCommands] 弹窗失败:场景中未找到 StoryMessageBoxUIPage 实例!");
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}
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});
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}
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else
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{
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Debug.LogError("[StoryTreeCommands] 弹窗队列注册失败:未找到 StoryDialogueController 实例!");
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}
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}
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/// <summary>
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/// 在对话结束后,弹出一个自定义 MessageBox 提示。
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/// 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)。
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/// 格式: <<show_message titleKey contentKey [tableName]>>
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/// </summary>
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/// <param name="titleKey">标题文本或本地化键</param>
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/// <param name="contentKey">正文文本或本地化键</param>
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/// <param name="tableName">Unity Localization 中的 String Table 名称</param>
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[YarnCommand("show_message")]
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public static void ShowMessage(string titleKey, string contentKey, string tableName = "Message")
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{
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string translatedTitle = GetTranslatedText(tableName, titleKey);
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string translatedContent = GetTranslatedText(tableName, contentKey);
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Debug.Log($"[StoryTreeCommands] 准备在对话结束后显示自定义弹窗:标题='{translatedTitle}',内容='{translatedContent}'");
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StoryDialogueController.instance.dialogueEndActions.Add(() =>
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{
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StoryMessageBoxUIPage.instance.ShowCustomMessage(translatedTitle, translatedContent);
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});
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}
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// ── 内部辅助 ─────────────────────────────────────────────────────────────
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private static string GetTranslatedText(string tableName, string key)
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{
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if (string.IsNullOrEmpty(key)) return string.Empty;
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try
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{
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// 尝试从 Unity Localization 中获取翻译文本
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string translated = LocalizationSettings.StringDatabase.GetLocalizedString(tableName, key);
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// 若获取失败或为空,则直接原样返回 key 作为兜底文本
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return string.IsNullOrEmpty(translated) ? key : translated;
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}
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catch
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{
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// 如果表不存在或其他异常,返回原 key
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return key;
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}
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}
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}
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}
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