150 lines
5.7 KiB
C#
150 lines
5.7 KiB
C#
using System.Collections.Generic;
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using Ichni.Menu;
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using Ichni.Story;
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using UnityEngine;
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namespace Ichni
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{
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/// <summary>
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/// 剧情存档模块。
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/// <para>故事树状态与对话选项 <b>按章节</b> 保存(单文件、单 ES3 key)。</para>
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/// <para>剧情变量 <b>全局</b> 保存,可跨章节引用,契合 Yarn 变量模型。</para>
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/// </summary>
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public class StorySaveModule
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{
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private const string ChapterStoryKey = "ChapterStory";
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private const string VariablesKey = "StoryVariables";
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// 已加载章节的内存缓存(chapterIndex -> 章节存档)
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private readonly Dictionary<string, ChapterStorySave> _chapterSaves =
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new Dictionary<string, ChapterStorySave>();
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// 全局剧情变量(float / string / bool 三类型,匹配 Yarn 契约)
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public StoryVariablesSave variables = new StoryVariablesSave();
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private static string GetChapterSavePath(string chapterIndex) =>
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Application.persistentDataPath + "/StorySaves/" + chapterIndex + ".json";
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private static string VariablesPath =>
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Application.persistentDataPath + "/StorySaves/StoryVariables.json";
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// ── 故事树 + 选项(按章节)────────────────────────────────────────────────
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/// <summary>
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/// 判断某章节是否尚无存档(首次进入)。
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/// </summary>
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public bool IsNewChapter(string chapterIndex) =>
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!ES3.FileExists(GetChapterSavePath(chapterIndex));
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/// <summary>
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/// 加载指定章节的存档容器;无存档时返回一个新的空容器。加载结果会写入内存缓存。
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/// </summary>
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public ChapterStorySave LoadChapter(string chapterIndex)
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{
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string path = GetChapterSavePath(chapterIndex);
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ChapterStorySave save;
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if (ES3.FileExists(path) && ES3.KeyExists(ChapterStoryKey, path))
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{
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save = ES3.Load<ChapterStorySave>(ChapterStoryKey, path);
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}
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else
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{
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save = new ChapterStorySave { chapterIndex = chapterIndex };
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}
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_chapterSaves[chapterIndex] = save;
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return save;
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}
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/// <summary>
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/// 保存整章存档(blocks + connectors + choices),单次 ES3 写入。
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/// </summary>
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public void SaveChapter(ChapterStorySave save)
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{
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_chapterSaves[save.chapterIndex] = save;
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ES3.Save(ChapterStoryKey, save, GetChapterSavePath(save.chapterIndex));
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}
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/// <summary>
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/// 获取内存中的章节存档;若未加载则从磁盘加载。
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/// </summary>
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public ChapterStorySave GetChapter(string chapterIndex)
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{
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return _chapterSaves.TryGetValue(chapterIndex, out ChapterStorySave save)
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? save
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: LoadChapter(chapterIndex);
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}
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// ── 对话选项(按章节)──────────────────────────────────────────────────────
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/// <summary>
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/// 记录某章节内一次对话选项的选择结果。
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/// </summary>
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public void SetChoice(string chapterIndex, string choiceKey, int optionIndex)
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{
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GetChapter(chapterIndex).selectedChoices[choiceKey] = optionIndex;
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}
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/// <summary>
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/// 读取某章节内已记录的对话选项选择结果。
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/// </summary>
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public bool TryGetChoice(string chapterIndex, string choiceKey, out int optionIndex)
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{
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return GetChapter(chapterIndex).selectedChoices.TryGetValue(choiceKey, out optionIndex);
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}
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// ── 剧情变量(全局)──────────────────────────────────────────────────────
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/// <summary>
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/// 从磁盘加载全局剧情变量(启动时调用)。
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/// </summary>
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public void LoadVariables()
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{
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if (ES3.FileExists(VariablesPath) && ES3.KeyExists(VariablesKey, VariablesPath))
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{
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variables = ES3.Load<StoryVariablesSave>(VariablesKey, VariablesPath);
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}
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else
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{
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variables = new StoryVariablesSave();
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}
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}
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/// <summary>
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/// 将全局剧情变量写入磁盘。
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/// </summary>
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public void SaveVariables()
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{
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ES3.Save(VariablesKey, variables, VariablesPath);
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}
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// ── 清档 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// 清除所有章节的故事树存档与全局剧情变量。
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/// </summary>
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public void ClearAllStoryline()
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{
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if (ChapterSelectionManager.instance != null)
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{
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foreach (ChapterSelectionUnit chapter in ChapterSelectionManager.instance.chapters)
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{
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string path = GetChapterSavePath(chapter.chapterIndex);
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if (ES3.FileExists(path))
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ES3.DeleteFile(path);
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}
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}
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_chapterSaves.Clear();
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if (ES3.FileExists(VariablesPath))
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ES3.DeleteFile(VariablesPath);
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variables = new StoryVariablesSave();
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Debug.Log("Cleared all story saves (chapters + global variables).");
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}
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}
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}
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