211 lines
9.4 KiB
C#
211 lines
9.4 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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// 每个剧情存档文件都保存自己的 Schema Version;不要把它与歌曲成绩存档的 Version 混用。
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// 当前项目尚未正式发布,剧情存档统一从 v1 开始;非 v1 的测试存档会被直接重置。
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// 正式发布后升级 Schema 时,必须用非破坏性迁移替代当前的重置策略。
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private const string StorySaveSchemaVersionKey = "StorySaveSchemaVersion";
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private const int CurrentStorySaveSchemaVersion = 1;
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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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/// <summary>
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/// 补齐章节存档的可空集合,并以文件名对应的 chapterIndex 作为唯一归属。
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/// 当前用于保证新建 v1 存档的运行时集合非空;未来迁移逻辑应单独实现,不应依赖此方法隐式转换。
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/// </summary>
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private static ChapterStorySave NormalizeChapterSave(ChapterStorySave save, string chapterIndex)
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{
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save ??= new ChapterStorySave();
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save.chapterIndex = chapterIndex;
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save.completedBlockIds ??= new List<string>();
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save.selectedChoices ??= new Dictionary<string, int>();
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return save;
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}
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/// <summary>
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/// 补齐全局剧情变量字典,保证新建 v1 存档可被 Yarn 变量访问。
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/// </summary>
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private static StoryVariablesSave NormalizeVariables(StoryVariablesSave storyVariables)
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{
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storyVariables ??= new StoryVariablesSave();
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storyVariables.floatVariables ??= new Dictionary<string, float>();
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storyVariables.stringVariables ??= new Dictionary<string, string>();
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storyVariables.boolVariables ??= new Dictionary<string, bool>();
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return storyVariables;
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}
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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可用的 v1 存档(首次进入或旧测试存档待重置)。
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/// </summary>
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public bool IsNewChapter(string chapterIndex)
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{
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string path = GetChapterSavePath(chapterIndex);
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return !ES3.FileExists(path) || !ES3.KeyExists(ChapterStoryKey, path) ||
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!ES3.KeyExists(StorySaveSchemaVersionKey, path) ||
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ES3.Load<int>(StorySaveSchemaVersionKey, path) != CurrentStorySaveSchemaVersion;
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}
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/// <summary>
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/// 加载指定章节的 v1 存档容器;无存档或非 v1 的预发布测试存档会直接重置为空容器。
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/// 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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bool hasExistingFile = ES3.FileExists(path);
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int loadedSchemaVersion = hasExistingFile && ES3.KeyExists(StorySaveSchemaVersionKey, path)
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? ES3.Load<int>(StorySaveSchemaVersionKey, path)
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: 0;
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if (hasExistingFile && loadedSchemaVersion != CurrentStorySaveSchemaVersion)
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{
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Debug.LogWarning($"Resetting pre-release chapter story save '{chapterIndex}' from schema v{loadedSchemaVersion} to v{CurrentStorySaveSchemaVersion}.");
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ES3.DeleteFile(path);
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hasExistingFile = false;
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}
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ChapterStorySave save = hasExistingFile && ES3.KeyExists(ChapterStoryKey, path)
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? ES3.Load<ChapterStorySave>(ChapterStoryKey, path)
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: new ChapterStorySave();
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save = NormalizeChapterSave(save, chapterIndex);
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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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if (save == null || string.IsNullOrEmpty(save.chapterIndex))
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{
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Debug.LogWarning("Cannot save a chapter story record without a chapterIndex.");
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return;
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}
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save = NormalizeChapterSave(save, save.chapterIndex);
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_chapterSaves[save.chapterIndex] = save;
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string path = GetChapterSavePath(save.chapterIndex);
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ES3.Save(ChapterStoryKey, save, path);
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ES3.Save(StorySaveSchemaVersionKey, CurrentStorySaveSchemaVersion, path);
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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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bool hasExistingFile = ES3.FileExists(VariablesPath);
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int loadedSchemaVersion = hasExistingFile && ES3.KeyExists(StorySaveSchemaVersionKey, VariablesPath)
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? ES3.Load<int>(StorySaveSchemaVersionKey, VariablesPath)
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: 0;
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if (hasExistingFile && loadedSchemaVersion != CurrentStorySaveSchemaVersion)
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{
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Debug.LogWarning($"Resetting pre-release global story variables from schema v{loadedSchemaVersion} to v{CurrentStorySaveSchemaVersion}.");
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ES3.DeleteFile(VariablesPath);
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hasExistingFile = false;
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}
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variables = hasExistingFile && ES3.KeyExists(VariablesKey, VariablesPath)
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? ES3.Load<StoryVariablesSave>(VariablesKey, VariablesPath)
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: new StoryVariablesSave();
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variables = NormalizeVariables(variables);
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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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variables = NormalizeVariables(variables);
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ES3.Save(VariablesKey, variables, VariablesPath);
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ES3.Save(StorySaveSchemaVersionKey, CurrentStorySaveSchemaVersion, 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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