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ichni_Official/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs

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using System.Collections;
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using System.Collections.Generic;
using Ichni.Story.UI;
using UnityEngine;
using UnityEngine.Events;
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using UnityEngine.Localization.Tables;
using UnityEngine.ResourceManagement.AsyncOperations;
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using Yarn.Unity;
using Yarn.Unity.UnityLocalization;
namespace Ichni.Story.Dialogue
{
/// <summary>
/// 故事树 block 与 Yarn <see cref="DialogueRunner"/> 之间的桥接控制器。
/// <para>点击文本块 → 启动对应 Yarn 节点;对话结束 → 持久化剧情变量、标记 block 完成、
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/// 重算解锁并存档、依次执行结束回调(例如歌曲解锁提示)。</para>
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/// </summary>
public class StoryDialogueController : MonoBehaviour
{
public static StoryDialogueController instance;
[Header("References")]
[Tooltip("驱动 Yarn 对话的 DialogueRunner。")]
public DialogueRunner dialogueRunner;
[Tooltip("故事树页面:对话进行时淡出、结束后淡入(可选)。")]
public StoryUIPage storyUIPage;
/// <summary>
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/// 对话结束后依次执行并清空的回调队列。供 <c>unlock_song</c> 等 Yarn 命令
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/// 把"解锁提示"排队到对话结束后弹出。
/// </summary>
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private readonly List<UnityAction> _dialogueEndActions = new List<UnityAction>();
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// 当前正在播放对话的 block id对话结束时据此标记完成
private string _activeBlockId;
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// 当前 TextBlock 开始前的章节快照。它只服务于本次“中途退出对话”的恢复,
// 不会被写入 ES3也不会影响歌曲成绩、解锁 Key、Settings 或其它章节。
private ChapterStorySave _activeDialogueSnapshot;
private string _activeDialogueChapterIndex;
private bool _isCancellingDialogue;
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private Coroutine _dialogueStartupCoroutine;
private const float DialogueTableLoadTimeoutSeconds = 30f;
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/// <summary>
/// 当前对话对应的 TextBlock ID。Yarn 选项记忆与变量指令使用它定位所属章节 Block
/// 不应由其它系统直接赋值。
/// </summary>
public string ActiveBlockId => _activeBlockId;
/// <summary>
/// 当前是否存在尚未提交的 TextBlock 对话事务。
/// Yarn 的全局副作用(例如 grant_unlock、unlock_song、show_message必须据此决定延迟到正常结束后执行
/// 从而避免玩家按 Back 时留下已解锁内容或孤立弹窗。
/// </summary>
public bool IsDialogueTransactionActive =>
!string.IsNullOrEmpty(_activeBlockId) &&
GameSaveManager.instance?.StorySaveModule?.IsChapterTransactionActive(_activeDialogueChapterIndex) == true;
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private void Awake()
{
instance = this;
}
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private void Start()
{
// 这些引用不会由 StoryData 自检覆盖,因为它们属于场景运行时装配而非单个章节资产。
// 仅输出可定位 Warning不阻断编辑器下的部分独立测试流程。
if (dialogueRunner == null)
{
Debug.LogWarning("[StoryDialogueController] 未配置 DialogueRunnerTextBlock 无法启动对话。", this);
return;
}
if (dialogueRunner.GetComponent<VNDialoguePresenter>() == null)
Debug.LogWarning("[StoryDialogueController] DialogueRunner 缺少 VNDialoguePresenter台词和选项不会显示。", dialogueRunner);
if (dialogueRunner.GetComponent<UnityLocalisedLineProvider>() == null)
Debug.LogWarning("[StoryDialogueController] DialogueRunner 缺少 UnityLocalisedLineProvider本地化台词无法解析。", dialogueRunner);
if (storyUIPage == null)
Debug.LogWarning("[StoryDialogueController] 未配置 StoryUIPage对话开始/结束时不会切换剧情树页面。", this);
}
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private void OnEnable()
{
if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
dialogueRunner.onDialogueComplete.AddListener(HandleDialogueComplete);
}
private void OnDisable()
{
if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
dialogueRunner.onDialogueComplete.RemoveListener(HandleDialogueComplete);
}
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private void OnDestroy()
{
if (instance == this)
instance = null;
}
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/// <summary>
/// 播放某文本块对应的 Yarn 节点。若对话已在进行、引用缺失或节点名为空则忽略。
/// </summary>
public void PlayBlock(TextBlockView block)
{
if (block == null) return;
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Debug.Log($"[YarnDiag] StoryDialogueController.PlayBlock: block={block.blockId}, node={block.YarnNodeName}");
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if (dialogueRunner == null)
{
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Debug.LogError("[YarnDiag] [ERROR] 未配置 DialogueRunner无法开始对话");
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return;
}
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if (dialogueRunner.IsDialogueRunning || _dialogueStartupCoroutine != null)
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{
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Debug.LogWarning("[YarnDiag] [WARNING] 已有对话正在运行或启动,忽略本次点击!");
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return;
}
if (string.IsNullOrEmpty(block.YarnNodeName))
{
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Debug.LogWarning($"[YarnDiag] [WARNING] block '{block.blockId}' 未配置 yarnNodeName无法开始对话");
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return;
}
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// 将 DialogueRunner 的 YarnProject 对齐到当前章节,并验证场景中持久化的 LineProvider 配置。
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EnsureProjectForCurrentChapter();
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if (!ValidateUnityLocalisedLineProvider())
{
return;
}
Debug.Log($"[YarnDiag] YarnProject={dialogueRunner.YarnProject?.name}, NodesCount={(dialogueRunner.YarnProject?.Program != null ? dialogueRunner.YarnProject.Program.Nodes.Count : 0)}, LineProviderType={dialogueRunner.LineProvider.GetType().FullName}");
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// StartDialogue 对缺失 Node 只会在内部抛出/记录错误;必须在开启事务前预检,
// 否则会留下一个没有机会提交或回滚的半开事务。
if (dialogueRunner.YarnProject?.Program == null ||
!dialogueRunner.YarnProject.Program.Nodes.ContainsKey(block.YarnNodeName))
{
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Debug.LogError($"[YarnDiag] [ERROR] Yarn Project 中不存在节点 '{block.YarnNodeName}',已取消启动 Block '{block.blockId}'", dialogueRunner);
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return;
}
StoryTreeController treeController = StoryManager.instance?.treeController;
StorySaveModule saveModule = GameSaveManager.instance?.StorySaveModule;
string chapterIndex = treeController?.ActiveChapterIndex;
if (treeController == null || saveModule == null || string.IsNullOrEmpty(chapterIndex))
{
Debug.LogError("[StoryDialogueController] 当前章节存档上下文未就绪,拒绝开始可回滚的 TextBlock 对话。");
return;
}
// 必须在任何 Yarn 命令、选项或 Marker 快照写入前完成复制并开启事务。
// 事务期间所有剧情变化仅停留在内存;正常结束才提交,中途 Back 则完整恢复本副本。
_activeDialogueSnapshot = StorySaveCloneUtility.CloneChapter(saveModule.GetChapter(chapterIndex));
_activeDialogueChapterIndex = chapterIndex;
if (!saveModule.BeginChapterTransaction(chapterIndex))
{
_activeDialogueSnapshot = null;
_activeDialogueChapterIndex = null;
return;
}
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_activeBlockId = block.blockId;
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// 在 Yarn 命令或选项改变章节变量前先登记来源,并为 Marker 所在列创建快照。
StoryProgress.BeginBlockMutation(_activeBlockId);
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// Unity Localization 的 AsyncOperationHandle 原生支持协程等待。
// 先在项目侧显式加载当前章节台词表,再启动 Yarn不修改 Yarn Spinner Package
// 也不把 Unity Addressables Handle 转换为 YarnTask。
_dialogueStartupCoroutine = StartCoroutine(StartDialogueSafely(block.YarnNodeName));
}
/// <summary>
/// 使用 Unity Localization 的公开 API 加载当前章节台词表。
/// <para>
/// <see cref="UnityLocalisedLineProvider.PrepareForLinesAsync"/> 在 Yarn Spinner 3.2.1 中是 no-op
/// 不能用来预载 String Table因此这里直接等待 <see cref="UnityEngine.Localization.LocalizedStringTable.GetTableAsync"/>。
/// </para>
/// </summary>
private IEnumerator StartDialogueSafely(string yarnNodeName)
{
LocalizationBootstrap.BeginInitialization();
while (!LocalizationBootstrap.IsReady && !LocalizationBootstrap.HasFailed)
{
LocalizationBootstrap.RefreshState();
yield return null;
}
if (!LocalizationBootstrap.IsReady)
{
FailDialogueStartup($"Localization 初始化失败:{LocalizationBootstrap.FailureReason}");
yield break;
}
StoryData storyData = StoryManager.instance?.treeController?.ActiveStoryData;
if (storyData?.yarnLineStringTable == null || storyData.yarnLineStringTable.IsEmpty)
{
FailDialogueStartup(
$"章节 '{storyData?.chapterIndex ?? "<null>"}' 未配置 Yarn Line String Table。");
yield break;
}
AsyncOperationHandle<StringTable> tableOperation;
//Debug.Log(storyData.yarnLineStringTable.GetTable());
try
{
// LocalizedStringTable 会自动使用 LocalizationSettings.SelectedLocale。
// 这与 UnityLocalisedLineProvider 后续读取台词时使用的 Locale 保持一致。
Debug.Log($"[YarnDiag] 开始加载 Yarn 台词表。Table={storyData.yarnLineStringTable.TableReference}, Locale={UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale?.Identifier.Code ?? "<null>"}");
tableOperation = storyData.yarnLineStringTable.GetTableAsync();
}
catch (System.Exception exception)
{
FailDialogueStartup("创建 Yarn 台词表加载操作失败。", exception);
yield break;
}
Debug.Log(
$"[YarnDiag] 开始加载章节台词表。Chapter={storyData.chapterIndex}, " +
$"Table={storyData.yarnLineStringTable.TableReference}, " +
$"Locale={UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale?.Identifier.Code ?? "<null>"}");
float loadStartedAt = Time.realtimeSinceStartup;
float nextProgressLogAt = loadStartedAt + 5f;
while (!tableOperation.IsDone)
{
float elapsed = Time.realtimeSinceStartup - loadStartedAt;
if (elapsed >= DialogueTableLoadTimeoutSeconds)
{
FailDialogueStartup(
$"加载 Yarn 台词表超时。Table={storyData.yarnLineStringTable.TableReference}, " +
$"Elapsed={elapsed:F1}s, Percent={tableOperation.PercentComplete:P0}");
yield break;
}
if (Time.realtimeSinceStartup >= nextProgressLogAt)
{
Debug.LogWarning(
$"[YarnDiag] Yarn 台词表仍在加载。Elapsed={elapsed:F1}s, " +
$"Percent={tableOperation.PercentComplete:P0}");
nextProgressLogAt += 5f;
}
yield return null;
}
if (tableOperation.Status != AsyncOperationStatus.Succeeded || tableOperation.Result == null)
{
FailDialogueStartup(
$"Yarn 台词表加载失败。Table={storyData.yarnLineStringTable.TableReference}",
tableOperation.OperationException);
yield break;
}
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Debug.Log(
$"[YarnDiag] 章节台词表加载完成。Locale={tableOperation.Result.LocaleIdentifier.Code}, " +
$"Entries={tableOperation.Result.Count}");
_dialogueStartupCoroutine = null;
storyUIPage?.FadeOut();
StartDialogueRunnerSafely(yarnNodeName).Forget();
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}
/// <summary>
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/// 调用 Yarn Spinner 的公开 <see cref="DialogueRunner.StartDialogue"/> API。
/// 返回时表示所有 Presenter 已完成 OnDialogueStartedAsync且 Runner 已调用 Dialogue.Continue。
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/// </summary>
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private async YarnTask StartDialogueRunnerSafely(string yarnNodeName)
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{
try
{
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Debug.Log($"[YarnDiag] 调用 DialogueRunner.StartDialogue。Node={yarnNodeName}");
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await dialogueRunner.StartDialogue(yarnNodeName);
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Debug.Log(
$"[YarnDiag] DialogueRunner 初始启动完成。Node={yarnNodeName}, " +
$"IsDialogueRunning={dialogueRunner.IsDialogueRunning}");
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}
catch (System.Exception exception)
{
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FailDialogueStartup("启动 Yarn 对话失败。", exception);
}
}
private void FailDialogueStartup(string reason, System.Exception exception = null)
{
_dialogueStartupCoroutine = null;
if (exception != null)
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Debug.LogException(exception, dialogueRunner);
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Debug.LogError($"[YarnDiag] {reason}", dialogueRunner);
if (dialogueRunner != null && dialogueRunner.IsDialogueRunning)
{
dialogueRunner.GetComponent<VNDialoguePresenter>()?.CancelCurrentPresentation();
dialogueRunner.Stop().Forget();
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}
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RestoreInterruptedDialogue(reason);
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}
/// <summary>
/// 取消当前 TextBlock 对话并恢复进入前的章节剧情快照。
/// <para>Yarn 的 <see cref="DialogueRunner.Stop"/> 仍会触发 onDialogueComplete
/// 因此此处先标记取消状态,完成回调会走恢复流程而不是误将 Block 标记为 Completed。</para>
/// </summary>
public bool CancelActiveDialogue()
{
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if (_isCancellingDialogue || string.IsNullOrEmpty(_activeBlockId))
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{
return false;
}
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if (_dialogueStartupCoroutine != null)
{
StopCoroutine(_dialogueStartupCoroutine);
_dialogueStartupCoroutine = null;
RestoreInterruptedDialogue("玩家在对话启动阶段中途退出");
return true;
}
if (dialogueRunner == null || !dialogueRunner.IsDialogueRunning)
return false;
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_isCancellingDialogue = true;
_dialogueEndActions.Clear();
dialogueRunner.GetComponent<VNDialoguePresenter>()?.CancelCurrentPresentation();
dialogueRunner.Stop().Forget();
return true;
}
/// <summary>
/// 将一个全局副作用排入“本次 TextBlock 成功提交后”执行的队列。
/// <para>没有活动对话事务时会立即执行,便于未来在非 TextBlock 环境复用同一批 Yarn 命令。</para>
/// </summary>
public void ExecuteAfterDialogueCommit(UnityAction action)
{
if (action == null)
return;
if (IsDialogueTransactionActive)
{
_dialogueEndActions.Add(action);
return;
}
action.Invoke();
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}
// 将 DialogueRunner 的 YarnProject 切换为当前已构建章节的 StoryData.yarnProject若不同且未在运行
private void EnsureProjectForCurrentChapter()
{
StoryTreeController tree = StoryManager.instance != null ? StoryManager.instance.treeController : null;
StoryData data = tree != null ? tree.ActiveStoryData : null;
if (data == null || data.yarnProject == null) return;
if (dialogueRunner.YarnProject != data.yarnProject && !dialogueRunner.IsDialogueRunning)
dialogueRunner.SetProject(data.yarnProject);
}
/// <summary>
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/// 验证 DialogueRunner 序列化的 LineProvider 是否为 UnityLocalisedLineProvider。
/// <para>
/// LineProvider 应通过 Yarn Spinner Inspector 持久化配置;运行时不使用反射修改 Package 内部字段,
/// 这样 Editor、Mono 与 IL2CPP Build 使用完全相同的装配结果。
/// </para>
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/// </summary>
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private bool ValidateUnityLocalisedLineProvider()
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{
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if (dialogueRunner == null)
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{
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return false;
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}
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if (dialogueRunner.LineProvider is UnityLocalisedLineProvider)
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{
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return true;
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}
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Debug.LogError(
"[StoryDialogueController] DialogueRunner.lineProvider 未配置为 UnityLocalisedLineProvider。" +
"请在 Yarn Spinner Inspector 中使用 Unity Localization Line Provider并配置台词 String Table。",
dialogueRunner);
return false;
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}
private void HandleDialogueComplete()
{
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// Failed 流程已经清理 activeBlockId 后,底层 Runner 仍可能随后送达完成事件;此时绝不能误提交。
if (string.IsNullOrEmpty(_activeBlockId))
return;
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if (_isCancellingDialogue)
{
RestoreCancelledDialogue();
return;
}
// 标记 Block 完成 → 重算解锁 → 保存完整章节容器(含变量、选项与回滚快照)。
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if (!string.IsNullOrEmpty(_activeBlockId) &&
StoryManager.instance != null && StoryManager.instance.treeController != null)
{
StoryManager.instance.treeController.OnBlockCompleted(_activeBlockId);
}
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StoryProgress.EndBlockMutation(_activeBlockId);
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_activeBlockId = null;
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// 所有本次 TextBlock 的变量、选项和完成状态至此才一次性写入 ES3。
GameSaveManager.instance?.StorySaveModule?.CommitChapterTransaction(_activeDialogueChapterIndex);
ClearDialogueSessionState();
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// 依次执行并清空结束回调(如歌曲解锁提示)
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if (_dialogueEndActions.Count > 0)
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{
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List<UnityAction> pending = new List<UnityAction>(_dialogueEndActions);
_dialogueEndActions.Clear();
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foreach (UnityAction action in pending)
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{
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action?.Invoke();
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}
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// MessageUIPage 会在收到第一项消息/选项请求时自行开启统一队列与淡入,
// 此处不能再次直接 FadeIn否则会与当前弹窗流程重复播放页面动画。
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}
if (storyUIPage != null)
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{
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storyUIPage.FadeIn();
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}
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DialogueHistory.Clear();
}
/// <summary>
/// 处理 Back 触发的 Yarn 停止回调:放弃运行期间的全部章节剧情改动,
/// 并只刷新当前已实例化的 StoryTree保留玩家拖动剧情树后的视口位置。
/// </summary>
private void RestoreCancelledDialogue()
{
RestoreInterruptedDialogue("玩家中途退出对话");
}
/// <summary>
/// 取消和失败共用的事务回滚出口。该方法具有幂等性:无活动 Block 时直接返回,
/// 因而底层 Yarn 在 Stop/异常后重复触发完成事件也不会把已回滚的数据再次提交。
/// </summary>
private void RestoreInterruptedDialogue(string reason)
{
if (string.IsNullOrEmpty(_activeBlockId))
return;
string interruptedBlockId = _activeBlockId;
string chapterIndex = _activeDialogueChapterIndex;
StoryTreeController treeController = StoryManager.instance?.treeController;
Debug.LogWarning($"[StoryDialogueController] {reason},已回滚 TextBlock '{interruptedBlockId}' 的章节剧情事务。");
StoryProgress.EndBlockMutation(interruptedBlockId);
GameSaveManager.instance?.StorySaveModule?.RollbackChapterTransaction(
chapterIndex, _activeDialogueSnapshot);
treeController?.ReloadActiveChapterProgress();
_dialogueEndActions.Clear();
DialogueHistory.Clear();
_activeBlockId = null;
ClearDialogueSessionState();
storyUIPage?.FadeIn();
}
private void ClearDialogueSessionState()
{
_activeDialogueSnapshot = null;
_activeDialogueChapterIndex = null;
_isCancellingDialogue = false;
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}
}
}