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ichni_Official/Assets/Scripts/NewStorySystem/Data/StoryVariables.cs

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using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
namespace Ichni.Story
{
/// <summary>
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/// 当前章节剧情变量的统一数据枢纽。
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/// 所有外部系统(包括 Yarn、UI、小游戏读写剧情变量的唯一官方入口。
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/// 自动桥接至 GameSaveManager 的 StorySaveModule 中当前章节的持久化容器。
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/// </summary>
public static class StoryVariables
{
// 应对游戏尚未初始化(或者单独测试场景)的内存兜底
private static readonly StoryVariablesSave _fallback = new StoryVariablesSave();
private static StoryVariablesSave Variables
{
get
{
if (GameSaveManager.instance != null && GameSaveManager.instance.StorySaveModule != null)
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return GameSaveManager.instance.StorySaveModule.GetActiveChapterVariables();
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return _fallback;
}
}
// ── 读取 ────────────────────────────────────────────────────────────────
public static float GetFloat(string key, float defaultValue = 0f)
{
StoryVariablesSave vars = Variables;
if (vars.floatVariables.TryGetValue(key, out float f)) return f;
if (vars.boolVariables.TryGetValue(key, out bool b)) return b ? 1f : 0f;
if (vars.stringVariables.TryGetValue(key, out string s) && float.TryParse(s, NumberStyles.Any, CultureInfo.InvariantCulture, out float p)) return p;
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if (TryGetInitialVariable(key, out StoryVariableDefinition definition))
{
return definition.type switch
{
StoryVariableType.Bool => definition.boolValue ? 1f : 0f,
StoryVariableType.Int => definition.intValue,
StoryVariableType.Float => definition.floatValue,
StoryVariableType.String when float.TryParse(definition.stringValue, NumberStyles.Any, CultureInfo.InvariantCulture, out float parsed) => parsed,
_ => defaultValue
};
}
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return defaultValue;
}
public static int GetInt(string key, int defaultValue = 0)
{
StoryVariablesSave vars = Variables;
if (vars.floatVariables.TryGetValue(key, out float f)) return Mathf.RoundToInt(f);
if (vars.boolVariables.TryGetValue(key, out bool b)) return b ? 1 : 0;
if (vars.stringVariables.TryGetValue(key, out string s) && float.TryParse(s, NumberStyles.Any, CultureInfo.InvariantCulture, out float p)) return Mathf.RoundToInt(p);
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if (TryGetInitialVariable(key, out StoryVariableDefinition definition))
{
return definition.type switch
{
StoryVariableType.Bool => definition.boolValue ? 1 : 0,
StoryVariableType.Int => definition.intValue,
StoryVariableType.Float => Mathf.RoundToInt(definition.floatValue),
StoryVariableType.String when float.TryParse(definition.stringValue, NumberStyles.Any, CultureInfo.InvariantCulture, out float parsed) => Mathf.RoundToInt(parsed),
_ => defaultValue
};
}
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return defaultValue;
}
public static bool GetBool(string key, bool defaultValue = false)
{
StoryVariablesSave vars = Variables;
if (vars.boolVariables.TryGetValue(key, out bool b)) return b;
if (vars.floatVariables.TryGetValue(key, out float f)) return f != 0f;
if (vars.stringVariables.TryGetValue(key, out string s) && bool.TryParse(s, out bool p)) return p;
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if (TryGetInitialVariable(key, out StoryVariableDefinition definition))
{
return definition.type switch
{
StoryVariableType.Bool => definition.boolValue,
StoryVariableType.Int => definition.intValue != 0,
StoryVariableType.Float => !Mathf.Approximately(definition.floatValue, 0f),
StoryVariableType.String when bool.TryParse(definition.stringValue, out bool parsed) => parsed,
_ => defaultValue
};
}
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return defaultValue;
}
public static string GetString(string key, string defaultValue = "")
{
StoryVariablesSave vars = Variables;
if (vars.stringVariables.TryGetValue(key, out string s)) return s;
if (vars.floatVariables.TryGetValue(key, out float f)) return f.ToString(CultureInfo.InvariantCulture);
if (vars.boolVariables.TryGetValue(key, out bool b)) return b.ToString();
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if (TryGetInitialVariable(key, out StoryVariableDefinition definition))
{
return definition.type switch
{
StoryVariableType.Bool => definition.boolValue.ToString(),
StoryVariableType.Int => definition.intValue.ToString(CultureInfo.InvariantCulture),
StoryVariableType.Float => definition.floatValue.ToString(CultureInfo.InvariantCulture),
StoryVariableType.String => definition.stringValue ?? string.Empty,
_ => defaultValue
};
}
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return defaultValue;
}
public static bool HasVariable(string key)
{
StoryVariablesSave vars = Variables;
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return vars.floatVariables.ContainsKey(key) || vars.boolVariables.ContainsKey(key) || vars.stringVariables.ContainsKey(key) ||
TryGetInitialVariable(key, out _);
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}
// ── 写入 ────────────────────────────────────────────────────────────────
public static void SetFloat(string key, float value)
{
RemoveStaleEntries(key, keepFloat: true, keepString: false, keepBool: false);
Variables.floatVariables[key] = value;
}
public static void SetInt(string key, int value)
{
// 在 Yarn/存档底层中数字统一存为 float避免双字典冗余
SetFloat(key, value);
}
public static void SetBool(string key, bool value)
{
RemoveStaleEntries(key, keepFloat: false, keepString: false, keepBool: true);
Variables.boolVariables[key] = value;
}
public static void SetString(string key, string value)
{
RemoveStaleEntries(key, keepFloat: false, keepString: true, keepBool: false);
Variables.stringVariables[key] = value;
}
/// <summary>
/// 删除指定剧情变量在三种底层字典中的所有残留值。
/// 仅删除内存值;需要持久化和故事树刷新时,应调用 <see cref="StoryProgress"/> 的统一接口。
/// </summary>
public static void Remove(string key)
{
if (string.IsNullOrWhiteSpace(key)) return;
StoryVariablesSave vars = Variables;
vars.floatVariables.Remove(key);
vars.stringVariables.Remove(key);
vars.boolVariables.Remove(key);
}
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public static void ClearAll()
{
StoryVariablesSave vars = Variables;
vars.floatVariables.Clear();
vars.stringVariables.Clear();
vars.boolVariables.Clear();
}
private static void RemoveStaleEntries(string name, bool keepFloat, bool keepString, bool keepBool)
{
StoryVariablesSave vars = Variables;
if (!keepFloat) vars.floatVariables.Remove(name);
if (!keepString) vars.stringVariables.Remove(name);
if (!keepBool) vars.boolVariables.Remove(name);
}
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/// <summary>
/// 从当前 StoryTree 的 StoryData 查询变量默认值。没有章节上下文时不虚构默认值,
/// 由调用方传入的 defaultValue 作为独立测试场景的回退。
/// </summary>
private static bool TryGetInitialVariable(string key, out StoryVariableDefinition definition)
{
StoryData storyData = StoryManager.instance?.treeController?.ActiveStoryData;
if (storyData != null)
return storyData.TryGetInitialVariable(key, out definition);
definition = null;
return false;
}
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// ── 字典批量操作(内部供 Yarn Adapter 使用) ─────────────────────────────
internal static void SetAllVariables(Dictionary<string, float> floats, Dictionary<string, string> strings, Dictionary<string, bool> bools, bool clear = true)
{
StoryVariablesSave vars = Variables;
if (clear)
{
vars.floatVariables.Clear();
vars.stringVariables.Clear();
vars.boolVariables.Clear();
}
if (floats != null) foreach (var kv in floats) vars.floatVariables[kv.Key] = kv.Value;
if (strings != null) foreach (var kv in strings) vars.stringVariables[kv.Key] = kv.Value;
if (bools != null) foreach (var kv in bools) vars.boolVariables[kv.Key] = kv.Value;
}
internal static (Dictionary<string, float> floats, Dictionary<string, string> strings, Dictionary<string, bool> bools) GetAllVariables()
{
StoryVariablesSave vars = Variables;
return (
new Dictionary<string, float>(vars.floatVariables),
new Dictionary<string, string>(vars.stringVariables),
new Dictionary<string, bool>(vars.boolVariables)
);
}
}
}