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m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -1473,20 +1488,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -1773,20 +1791,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -1947,20 +1968,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 6e72656b m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -2082,20 +2106,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 6e72656b m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -2333,20 +2360,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 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1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -3019,20 +3055,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 6e72656b m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -3327,20 +3366,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -4045,20 +4087,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 6e72656b m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -4145,6 +4190,7 @@ MonoBehaviour: enterSongSelectionButton: {fileID: 5935354699868473682} connectedChapter: {fileID: 0} chapterName: + isLocked: 0 isExpanded: 0 isDuringAnimation: 0 bottomTip: {fileID: 3369054462927452463} @@ -4477,20 +4523,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -4694,20 +4743,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 @@ -5137,20 +5189,23 @@ MonoBehaviour: m_VerticalAlignment: 512 m_textAlignment: 65535 m_characterSpacing: 0 + m_characterHorizontalScale: 1 m_wordSpacing: 0 m_lineSpacing: 0 m_lineSpacingMax: 0 m_paragraphSpacing: 0 m_charWidthMaxAdj: 0 - m_enableWordWrapping: 1 + m_TextWrappingMode: 1 m_wordWrappingRatios: 0.4 m_overflowMode: 0 m_linkedTextComponent: {fileID: 0} parentLinkedComponent: {fileID: 0} m_enableKerning: 1 + m_ActiveFontFeatures: 00000000 m_enableExtraPadding: 0 checkPaddingRequired: 0 m_isRichText: 1 + m_EmojiFallbackSupport: 1 m_parseCtrlCharacters: 1 m_isOrthographic: 1 m_isCullingEnabled: 0 diff --git a/Assets/Prefabs/Story/Blocks/ImportantTextBlock/CompletedImportantTextBlock.prefab b/Assets/Prefabs/Story/Blocks/ImportantTextBlock/CompletedImportantTextBlock.prefab index 9de632c3..df992eda 100644 --- a/Assets/Prefabs/Story/Blocks/ImportantTextBlock/CompletedImportantTextBlock.prefab +++ b/Assets/Prefabs/Story/Blocks/ImportantTextBlock/CompletedImportantTextBlock.prefab @@ -101,7 +101,7 @@ MonoBehaviour: m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1} m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} m_SelectedColor: {r: 0.9607843, g: 0.9607843, 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b/Assets/Scripts/Menu/InformationTransistor.cs index 47b08915..35bd3f96 100644 --- a/Assets/Scripts/Menu/InformationTransistor.cs +++ b/Assets/Scripts/Menu/InformationTransistor.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using AK.Wwise; using Ichni.Menu; +using Ichni.Story; using UnityEngine; using UnityEngine.Serialization; @@ -28,6 +29,12 @@ namespace Ichni /// public MenuReturnDestination menuReturnDestination; + /// + /// 由剧情 SongBlock 发起的单次选曲上下文。它是运行时路由数据,不属于玩家存档; + /// 仅用于校验目标歌曲、决定返回页面并还原剧情树浏览位置。 + /// + [System.NonSerialized] public StorySongEntryContext storySongEntryContext = new StorySongEntryContext(); + public ChapterSelectionUnit chapter; public SongItemData song; public DifficultyData difficulty; @@ -57,7 +64,12 @@ namespace Ichni { // 保留旧入口,供现有选曲流程在播放过场前预先写入歌曲信息。 // 真正进入 GameScene 时,MenuManager.EnterGame 会补充 SongSelection 返回目标。 - PrepareGameLaunch(chapter, song, difficulty, MenuReturnDestination.None); + if (PrepareGameLaunch(chapter, song, difficulty, MenuReturnDestination.None)) + { + // 只有玩家真正确认“进入游戏”且命中剧情目标歌曲时,才完成对应 SongBlock。 + // 单纯从剧情打开选曲、浏览其它歌曲或返回菜单都不会写入剧情进度。 + StoryManager.instance?.HandleSongSelectionConfirmed(chapter, song); + } } /// @@ -79,6 +91,10 @@ namespace Ichni chapterSwitch = chapter.chapterSwitch; songSwitch = song.songSwitch; menuReturnDestination = returnDestination; + + // “确认进入游戏”是歌曲尝试的统一边界。无论入口来自普通选曲、Story SongBlock 或教程, + // 都由 SongSaves 记录这一次尝试;StoryTree 会在构建/返回时据此同步 SongBlock 完成状态。 + GameSaveManager.instance?.SongSaveModule?.MarkSongTried(song.songName); return true; } diff --git a/Assets/Scripts/Menu/MenuManager.cs b/Assets/Scripts/Menu/MenuManager.cs index 3ab17271..bcf7f6db 100644 --- a/Assets/Scripts/Menu/MenuManager.cs +++ b/Assets/Scripts/Menu/MenuManager.cs @@ -81,6 +81,7 @@ namespace Ichni // 不能依赖旧场景中残留的 Block 实例。 StoryManager.instance?.OpenChapter(ChapterSelectionManager.instance.currentChapter.chapterIndex); storyUIPage.FadeIn(); + StoryManager.instance?.RestoreStoryAfterGameReturn(); } // 返回目标是一次性运行态信息。无论是否能恢复页面,都不能让它在下次重进菜单时重复生效。 @@ -96,7 +97,14 @@ namespace Ichni { public void EnterGame() { - EnterGame(MenuReturnDestination.SongSelection); + // 剧情 SongBlock 仅在玩家确认进入指定目标歌曲后才要求返回剧情; + // 普通选曲与从剧情入口改选其它歌曲都继续返回选曲页。 + StorySongEntryContext context = InformationTransistor.instance?.storySongEntryContext; + MenuReturnDestination destination = context != null && context.isActive && + context.returnToStoryAfterGame + ? MenuReturnDestination.Story + : MenuReturnDestination.SongSelection; + EnterGame(destination); } /// diff --git a/Assets/Scripts/NewStorySystem/Data/CharacterData.cs b/Assets/Scripts/NewStorySystem/Data/CharacterData.cs index aa8e81fd..de4d89e5 100644 --- a/Assets/Scripts/NewStorySystem/Data/CharacterData.cs +++ b/Assets/Scripts/NewStorySystem/Data/CharacterData.cs @@ -40,14 +40,14 @@ namespace Ichni.Story [LabelText("Emotion Sprites")] [ShowIf("portraitStyle", PortraitStyle.Sprite)] [DictionaryDrawerSettings(KeyLabel = "Emotion Name", ValueLabel = "Sprite")] - [InfoBox("Key 为情绪名(如 normal / happy / angry),Value 为对应 Sprite 资产。")] + [Tooltip("Key 为情绪名(如 normal / happy / angry),Value 为对应 Sprite 资产。")] public Dictionary emotionSprites = new Dictionary(); // ── Dynamic (Live2D / Spine) ───────────────────────────────────────────── [LabelText("Dynamic Portrait Prefab")] [ShowIf("IsDynamicPortrait")] - [InfoBox("Live2D / Spine 立绘预制体,需挂载实现 IPortraitRenderer 接口的组件(阶段 3 制作)。")] + [Tooltip("Live2D / Spine 立绘预制体,需挂载实现 IPortraitRenderer 接口的组件。")] public GameObject dynamicPortraitPrefab; private bool IsDynamicPortrait => portraitStyle == PortraitStyle.Live2D || portraitStyle == PortraitStyle.Spine; diff --git a/Assets/Scripts/NewStorySystem/Data/CharacterRegistry.cs b/Assets/Scripts/NewStorySystem/Data/CharacterRegistry.cs index 68c3731c..4e00ff23 100644 --- a/Assets/Scripts/NewStorySystem/Data/CharacterRegistry.cs +++ b/Assets/Scripts/NewStorySystem/Data/CharacterRegistry.cs @@ -14,7 +14,7 @@ namespace Ichni.Story { [LabelText("Characters")] [ListDrawerSettings(ShowFoldout = true, DraggableItems = true)] - [InfoBox("将所有角色的 CharacterData 资产拖入此列表,系统运行时会自动按 characterId 建立索引。")] + [Tooltip("将所有角色的 CharacterData 资产拖入此列表,系统运行时会自动按 characterId 建立索引。")] public List characters = new List(); // 运行时缓存,首次 TryGet 时延迟构建 diff --git a/Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs b/Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs index d4a620e1..561c1af6 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryBlockDefinition.cs @@ -26,6 +26,25 @@ namespace Ichni.Story Tutorial } + /// + /// 一个 Block 如何自动处理指向它的直接连接线。 + /// 连接线表达基础流程关系,因此默认要求所有直接前置 Block 都已完成;该结果会与 + /// 按 AND 合并。 + /// 路线汇合时应使用 ;仅用于视觉连线、 + /// 不应影响可用性的连接则使用 + /// + public enum ConnectedBlockUnlockRule + { + /// 默认值:全部直接前置 Block 都必须完成。 + RequireAllDirectPredecessors = 0, + + /// 至少一个直接前置 Block 完成即可,适用于互斥分支的汇合节点。 + RequireAnyDirectPredecessor = 1, + + /// 忽略连接线,只按手写 Unlock Condition 判断。 + IgnoreConnections = 2 + } + /// /// TextBlock 的叙事层级。层级只决定剧情树中的视觉样式和 checkpoint 候选资格, /// 不会自行改变 Block 的解锁条件或 Yarn 执行逻辑。 @@ -53,34 +72,59 @@ namespace Ichni.Story /// 故事树中单个 block 的完整数据定义,由 持有。 /// [InlineProperty] + [HideReferenceObjectPicker] [Serializable] public class StoryBlockDefinition { - [FoldoutGroup("$blockId", false)] - [LabelText("Block ID")] + // 仅用于 Odin Inspector 的动态折叠标题,不参与序列化或运行时状态推导。 + // 在列表中即可识别 Block 的身份、类型与布局位置,减少频繁展开确认的需要。 + private string EditorHeader => string.IsNullOrWhiteSpace(blockId) + ? "New Block" + : $"{blockId} · {blockType} · C{gridColumn:0.##} / R{gridRow:0.##}"; + + [FoldoutGroup("$EditorHeader", false)] + [HorizontalGroup("$EditorHeader/Identity", 0.58f)] + [LabelText("ID")] + [Tooltip("Block 的稳定唯一 ID。连接、条件、Timeline Marker 与存档均依赖该值;建议使用英文、数字和下划线。")] public string blockId; - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader")] + [HorizontalGroup("$EditorHeader/Identity")] [LabelText("Type")] + [Tooltip("决定该 Block 的运行时入口与下方显示的专属配置。")] public StoryBlockType blockType; - [FoldoutGroup("$blockId")] - [LabelText("Grid Column")] + [FoldoutGroup("$EditorHeader")] + [HorizontalGroup("$EditorHeader/Layout")] + [LabelText("Column")] [Tooltip("故事树网格中的列:向右为正,(0,0) 位于容器左侧中部。可为负数与小数(用于微调)。")] public float gridColumn; - [FoldoutGroup("$blockId")] - [LabelText("Grid Row")] + [FoldoutGroup("$EditorHeader")] + [HorizontalGroup("$EditorHeader/Layout")] + [LabelText("Row")] [Tooltip("故事树网格中的行:向下为正、向上为负,0 对应垂直中线。可为小数(用于微调)。")] public float gridRow; - [FoldoutGroup("$blockId")] - [LabelText("Next Block IDs")] + [FoldoutGroup("$EditorHeader/Flow", false)] + [LabelText("Next Blocks")] + [Tooltip("从本 Block 指向的后续 Block ID。该列表既决定连接线,也会成为后续 Block 的自动前置条件来源。")] + [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, ShowItemCount = true)] public List nextBlockIds = new List(); - [FoldoutGroup("$blockId")] - [LabelText("Unlock Condition")] - [InfoBox("留空表示无条件解锁(章节起始即可用)。")] + /// + /// 自动把所有指向本 Block 的直接连接线转化为基础解锁条件。 + /// 没有前置连接线的章节起始 Block 不受此字段限制;默认“全部前置完成”再与手写条件按 AND 合并。 + /// + [FoldoutGroup("$EditorHeader/Flow")] + [LabelText("Connected Rule")] + [Tooltip("默认 Require All:所有直接前置 Block 完成后才可用。互斥路线汇合使用 Require Any;纯视觉连接使用 Ignore。")] + public ConnectedBlockUnlockRule connectedBlockUnlockRule = + ConnectedBlockUnlockRule.RequireAllDirectPredecessors; + + [FoldoutGroup("$EditorHeader/Rules", false)] + [LabelText("Unlock")] + [Tooltip("可选的额外可用条件;它与 Connected Rule 按 AND 合并。没有前置连接的起始 Block 通常留空即可。")] public StoryCondition unlockCondition = new StoryCondition(); /// @@ -88,38 +132,41 @@ namespace Ichni.Story /// 因而可直接使用剧情变量、Block 完成状态及 AND / OR / NOT 组合。 /// 条件满足时,该 Block 的状态固定为 Forbidden,且优先于 Completed / Current / Locked。 /// - [FoldoutGroup("$blockId")] - [LabelText("Forbidden Condition")] - [InfoBox("可选。留空表示此 Block 不会被条件禁用;满足时显示为 Forbidden 且不可点击。")] + [FoldoutGroup("$EditorHeader/Rules")] + [LabelText("Forbidden")] + [Tooltip("可选。满足时该 Block 固定显示为 Forbidden 且不可点击;留空表示不会被条件禁用。")] public StoryCondition forbiddenCondition = new StoryCondition(); // ── Text Block ────────────────────────────────────────────────────────── - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Text Content", false)] [ShowIf("blockType", StoryBlockType.Text)] - [LabelText("Yarn Node Name")] + [LabelText("Yarn Node")] + [Tooltip("点击 TextBlock 后由 Yarn Spinner 开始执行的节点名。")] public string yarnNodeName; - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Text Content")] [ShowIf("blockType", StoryBlockType.Text)] - [LabelText("Title Key (Localization)")] + [LabelText("Title Key")] + [Tooltip("该 TextBlock 标题使用的 Unity Localization Entry Key;留空时视觉层可使用 Block ID 作为开发阶段回退。")] public string titleKey; /// /// TextBlock 的视觉和叙事层级。Important 用于主线转折与后续 checkpoint; /// Secondary 用于支线或补充剧情。默认 Important,以保持现有 TextBlock 的呈现语义。 /// - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Text Content")] [ShowIf("blockType", StoryBlockType.Text)] - [LabelText("Text Importance")] + [LabelText("Importance")] + [Tooltip("Important 用于主线转折与后续 Checkpoint;Secondary 用于支线或补充剧情,并决定对应的 Block Prefab。")] public TextBlockImportance textImportance = TextBlockImportance.Important; // ── Song Block ────────────────────────────────────────────────────────── - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Song Content", false)] [ShowIf("blockType", StoryBlockType.Song)] - [LabelText("Song Name (Stable ID)")] - [InfoBox("对应 ChapterSelectionUnit 中 SongItemData.songName 的稳定歌曲标识。它用于查找歌曲资料与进入选曲,不能填写 displaySongName、翻译文本或作曲者名称。")] + [LabelText("Song ID")] + [Tooltip("对应 ChapterSelectionUnit 中 SongItemData.songName 的稳定歌曲标识。不能填写 displaySongName、翻译文本或作曲者名称。")] public string songName; /// @@ -127,18 +174,19 @@ namespace Ichni.Story /// Mask 可视区域固定为当前 Prefab 的尺寸;在不露出上下空白的前提下,安全范围为 -74.25 到 74.25。 /// 该值是最终坐标而非偏移量:0 表示居中,负值向下移动,正值向上移动。 /// - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Song Content")] [ShowIf("blockType", StoryBlockType.Song)] - [LabelText("Illustration Local Y")] + [LabelText("Illustration Y")] [Range(-74.25f, 74.25f)] - [InfoBox("用于微调 16:9 插画在 SongBlock Mask 中的纵向裁切。请保持 SongBlockUI 的 Illustration 尺寸为 400 x 225。")] + [Tooltip("微调 16:9 插画在 SongBlock Mask 中的纵向裁切。SongBlockUI 的 Illustration 尺寸应保持为 400 × 225。")] public float illustrationLocalY; // ── Tutorial Block ────────────────────────────────────────────────────── - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Tutorial Content", false)] [ShowIf("blockType", StoryBlockType.Tutorial)] - [LabelText("Tutorial Name")] + [LabelText("Display Name")] + [Tooltip("仅用于 StoryBlock 的显示与编辑识别,不参与教程查找。")] public string tutorialName; /// @@ -146,29 +194,32 @@ namespace Ichni.Story /// 只用于运行时查找,不使用展示名称或章节名称作为逻辑匹配条件。 /// 命名统一使用小写英文、数字和下划线,例如 chapter0_intro。 /// - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Tutorial Content")] [ShowIf("blockType", StoryBlockType.Tutorial)] [LabelText("Tutorial Key")] + [Tooltip("TutorialCollection 中的稳定 Key。使用小写英文、数字和下划线,例如 chapter0_intro。")] public string tutorialKey; /// - /// 教程被玩家选择“游玩”或“跳过”后写入的全局剧情变量。 + /// 教程被玩家选择“游玩”或“跳过”后写入的当前章节剧情变量。 /// 后续 Block 应通过 检查该变量是否等于 1 来解锁。 /// 命名统一使用小写英文、数字和下划线,例如 /// story_tutorial_chapter0_intro_resolved。 /// - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Tutorial Content")] [ShowIf("blockType", StoryBlockType.Tutorial)] [LabelText("Progress Variable")] + [Tooltip("玩家选择游玩或跳过教程后写入 true 的章节剧情变量;后续 Block 可通过条件检查它。")] public string tutorialProgressVariable; /// /// 要启动的教程难度的稳定存档 ID,对应 。 /// 不使用难度列表下标,避免调整难度排列后教程进入错误谱面。 /// - [FoldoutGroup("$blockId")] + [FoldoutGroup("$EditorHeader/Tutorial Content")] [ShowIf("blockType", StoryBlockType.Tutorial)] - [LabelText("Tutorial Difficulty Save ID")] + [LabelText("Difficulty Save ID")] + [Tooltip("要启动教程谱面的 DifficultyData.saveDifficultyId。不要使用难度列表下标,以免排序变化后指向错误谱面。")] public int tutorialDifficultySaveId = -1; /// @@ -196,12 +247,13 @@ namespace Ichni.Story /// 例如 unlockCondition 留空即允许,而 forbiddenCondition 留空即不禁用。 /// [InlineProperty] + [HideReferenceObjectPicker] [Serializable] public class StoryCondition { [HideLabel] [SerializeReference] - [InfoBox("留空表示未配置条件。可选择 All Of(AND) / Any Of(OR) / Not 复合节点进行任意嵌套。")] + [Tooltip("留空表示未配置条件。可选择 All Of(AND) / Any Of(OR) / Not 复合节点进行任意嵌套。")] public StoryConditionNode root; /// @@ -219,5 +271,15 @@ namespace Ichni.Story { return root != null && root.Evaluate(getVariable, isBlockCompleted); } + +#if UNITY_EDITOR + /// + /// Odin 条件 Drawer 使用的只读摘要;不参与运行时求值和序列化。 + /// + public string GetEditorSummary() + { + return root == null ? "None" : root.GetEditorSummary(); + } +#endif } } diff --git a/Assets/Scripts/NewStorySystem/Data/StoryConditionNode.cs b/Assets/Scripts/NewStorySystem/Data/StoryConditionNode.cs index 77617084..323b705e 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryConditionNode.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryConditionNode.cs @@ -19,6 +19,13 @@ namespace Ichni.Story /// 按变量名返回其整型值的委托。 /// 按 blockId 判断该 Block 是否已完成的委托。 public abstract bool Evaluate(Func getVariable, Func isBlockCompleted); + +#if UNITY_EDITOR + /// + /// 返回 Inspector 中使用的紧凑摘要。条件编辑器只读取该文本,不影响运行时求值逻辑。 + /// + public virtual string GetEditorSummary() => GetType().Name; +#endif } /// @@ -43,6 +50,10 @@ namespace Ichni.Story return true; } + +#if UNITY_EDITOR + public override string GetEditorSummary() => $"All Of ({conditions?.Count ?? 0})"; +#endif } /// @@ -70,6 +81,10 @@ namespace Ichni.Story return false; } + +#if UNITY_EDITOR + public override string GetEditorSummary() => $"Any Of ({conditions?.Count ?? 0})"; +#endif } /// @@ -87,6 +102,10 @@ namespace Ichni.Story { return condition == null || !condition.Evaluate(getVariable, isBlockCompleted); } + +#if UNITY_EDITOR + public override string GetEditorSummary() => $"Not ({condition?.GetEditorSummary() ?? "None"})"; +#endif } /// @@ -97,12 +116,20 @@ namespace Ichni.Story public class BlockCompletedCondition : StoryConditionNode { [LabelText("Block ID")] + [LabelWidth(50)] + [Tooltip("必须已完成的 StoryBlock ID。可用于表达显式前置条件;通常连接关系已由 Connected Rule 自动处理。")] public string blockId; public override bool Evaluate(Func getVariable, Func isBlockCompleted) { return !string.IsNullOrEmpty(blockId) && isBlockCompleted(blockId); } + +#if UNITY_EDITOR + public override string GetEditorSummary() => string.IsNullOrWhiteSpace(blockId) + ? "Block Completed: " + : $"Block Completed: {blockId}"; +#endif } /// @@ -113,13 +140,22 @@ namespace Ichni.Story [LabelText("Variable Compare")] public class VariableCondition : StoryConditionNode { - [LabelText("Variable Name")] + [HorizontalGroup("VariableComparison", 0.50f)] + [LabelText("Var")] + [LabelWidth(24)] + [Tooltip("章节剧情变量名。使用小写英文、数字和下划线;可由 Yarn 的 set_* 指令写入。")] public string variableName; - [LabelText("Comparison")] + [HorizontalGroup("VariableComparison", 0.22f)] + [LabelText("Op")] + [LabelWidth(20)] + [Tooltip("变量值与目标值之间的比较方式。")] public VariableComparison comparison; + [HorizontalGroup("VariableComparison")] [LabelText("Value")] + [LabelWidth(35)] + [Tooltip("用于比较的整数目标值。Bool 条件使用 0 / 1。")] public int value; public override bool Evaluate(Func getVariable, Func isBlockCompleted) @@ -136,5 +172,67 @@ namespace Ichni.Story _ => false }; } + +#if UNITY_EDITOR + public override string GetEditorSummary() + { + string variable = string.IsNullOrWhiteSpace(variableName) ? "" : variableName; + string operation = comparison switch + { + VariableComparison.Equal => "==", + VariableComparison.NotEqual => "!=", + VariableComparison.Greater => ">", + VariableComparison.GreaterOrEqual => ">=", + VariableComparison.Less => "<", + VariableComparison.LessOrEqual => "<=", + _ => "?" + }; + return $"{variable} {operation} {value}"; + } +#endif } } + +#if UNITY_EDITOR +namespace Ichni.Story.Editor +{ + /// + /// 通用 StoryCondition 的 Odin Inspector Drawer。 + /// Unlock、Forbidden 与 Helper Availability 共用同一条件模型;此 Drawer 只改变编辑器中的 + /// 折叠呈现方式,不修改条件树的序列化结构或运行时求值结果。 + /// 默认仅显示可读摘要。需要调整条件时再展开,避免 SerializeReference 条件树长期占据 Block 的编辑空间。 + /// + public class StoryConditionDrawer : Sirenix.OdinInspector.Editor.OdinValueDrawer + { + private bool _isExpanded; + + protected override void DrawPropertyLayout(UnityEngine.GUIContent label) + { + StoryCondition condition = ValueEntry.SmartValue; + string summary = condition == null ? "None" : condition.GetEditorSummary(); + + // 父属性若保留了简短标签(例如 Helper 的 Availability),则与摘要合并显示; + // StoryBlock 中使用 HideLabel 时只保留摘要,避免重复占用左侧标签列。 + string prefix = label == null || string.IsNullOrWhiteSpace(label.text) + ? string.Empty + : $"{label.text}: "; + + UnityEngine.GUIContent foldoutLabel = new UnityEngine.GUIContent( + prefix + summary, + "留空表示未配置条件。展开后可选择 All Of (AND)、Any Of (OR)、Not、Block Completed 或 Variable Compare。" + ); + + _isExpanded = UnityEditor.EditorGUILayout.Foldout(_isExpanded, foldoutLabel, true); + if (!_isExpanded) + { + return; + } + + UnityEditor.EditorGUI.indentLevel++; + // 继续调用 Odin 的默认 SerializeReference 绘制链,使类型选择、嵌套条件和 Undo 行为保持原样。 + CallNextDrawer(UnityEngine.GUIContent.none); + UnityEditor.EditorGUI.indentLevel--; + } + } +} +#endif diff --git a/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs b/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs new file mode 100644 index 00000000..f602c941 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs @@ -0,0 +1,780 @@ +#if UNITY_EDITOR +using System.Collections.Generic; +using System.Linq; +using Sirenix.OdinInspector; +using UnityEditor; +using UnityEngine; + +namespace Ichni.Story +{ + /// + /// StoryData 的编辑器扩展:集中存放只读 Validation 与故事树 Preview。 + /// 与运行时数据查询拆分后,修改剧情结构时无需在同一文件中穿过大量 Inspector 绘制代码。 + /// + public partial class StoryData + { + private enum StoryPreviewMode { Detailed, Simple } + + // 编辑器 UI 临时状态(不参与序列化) + [System.NonSerialized] private StoryPreviewMode _previewMode = StoryPreviewMode.Detailed; + [System.NonSerialized] private Vector2 _previewPan; + [System.NonSerialized] private bool _isPanningPreview; + [System.NonSerialized] private bool _isPreviewExpanded; + [System.NonSerialized] private bool _requestPreviewFit; + + private const float PreviewViewportHeight = 380f; + private const float PreviewPaddingLeft = 24f; + + // 预览与运行时共用同一套“列 / 行代表 Block 中心点”的布局语义。 + // 这里的尺寸直接对应当前四种 Block Prefab 的设计尺寸;若未来修改 Prefab 尺寸,必须同步更新本组常量。 + private const float ImportantBlockWidth = 600f; + private const float ImportantBlockHeight = 375f; + private const float SecondaryBlockWidth = 400f; + private const float SecondaryBlockHeight = 200f; + private const float SongBlockWidth = 400f; + private const float SongBlockHeight = 100f; + private const float TutorialBlockWidth = 400f; + private const float TutorialBlockHeight = 100f; + + // 与 StoryTreeController 默认 columnStep / rowStep 保持比例一致, + // 因而预览中的相邻列、行间距也能反映运行时的实际布局关系。 + private const float RuntimeColumnStep = 720f; + private const float RuntimeRowStep = 525f; + private const float DetailedPreviewScale = 0.25f; + private const float SimplePreviewScale = 0.10f; + + [PropertyOrder(-9)] + [Button("Validate Story Data", ButtonSizes.Medium)] + [Tooltip("只读检查当前 StoryData 的引用、ID 与必要字段,不会自动修改资产,也不会检查歌曲/谱面的导入内容。")] + private void ValidateStoryData() + { + List issues = new List(); + HashSet blockIds = new HashSet(); + HashSet variableKeys = new HashSet(); + HashSet markerIds = new HashSet(); + + if (string.IsNullOrWhiteSpace(chapterIndex)) + { + issues.Add("[Error] Chapter Index 为空。"); + } + + if (yarnProject == null) + { + issues.Add("[Warning] Yarn Project 未配置;TextBlock 无法开始对应的 Yarn 节点。"); + } + + foreach (StoryVariableDefinition variable in initialVariables) + { + if (variable == null) + { + issues.Add("[Warning] Initial Variables 中存在空项。"); + continue; + } + + if (!IsValidStableKey(variable.key)) + { + issues.Add($"[Warning] Initial Variable Key '{variable.key}' 为空或不符合小写英文、数字、下划线的命名规则。"); + continue; + } + + if (!variableKeys.Add(variable.key)) + { + issues.Add($"[Error] Initial Variable Key '{variable.key}' 重复。"); + } + } + + foreach (StoryBlockDefinition block in blocks) + { + if (block == null) + { + issues.Add("[Warning] Blocks 中存在空项。"); + continue; + } + + if (string.IsNullOrWhiteSpace(block.blockId)) + { + issues.Add("[Error] 存在未填写 Block ID 的 Block。"); + continue; + } + + if (!blockIds.Add(block.blockId)) + { + issues.Add($"[Error] Block ID '{block.blockId}' 重复。"); + } + } + + foreach (StoryBlockDefinition block in blocks) + { + if (block == null || string.IsNullOrWhiteSpace(block.blockId)) + { + continue; + } + + ValidateBlock(block, blockIds, issues); + ValidateCondition(block.unlockCondition, $"Block '{block.blockId}' Unlock Condition", blockIds, issues); + ValidateCondition(block.forbiddenCondition, $"Block '{block.blockId}' Forbidden Condition", blockIds, issues); + } + + ValidateTextBlockYarnNodes(issues); + HashSet reachableBlockIds = ValidateStoryGraph(blockIds, issues); + + foreach (StoryTimelineMarkerDefinition marker in timelineMarkers) + { + if (marker == null) + { + issues.Add("[Warning] Timeline Markers 中存在空项。"); + continue; + } + + if (!IsValidStableKey(marker.markerId)) + { + issues.Add($"[Error] Timeline Marker ID '{marker.markerId}' 为空或不符合命名规则。"); + } + else if (!markerIds.Add(marker.markerId)) + { + issues.Add($"[Error] Timeline Marker ID '{marker.markerId}' 重复。"); + } + + StoryBlockDefinition anchor = GetBlock(marker.anchorBlockId); + if (anchor == null) + { + issues.Add($"[Error] Timeline Marker '{marker.markerId}' 指向不存在的 Anchor Block '{marker.anchorBlockId}'。"); + } + else if (anchor.blockType != StoryBlockType.Text) + { + issues.Add($"[Error] Timeline Marker '{marker.markerId}' 的 Anchor Block '{marker.anchorBlockId}' 不是 TextBlock。"); + } + + if (string.IsNullOrWhiteSpace(marker.labelKey)) + { + issues.Add($"[Warning] Timeline Marker '{marker.markerId}' 未配置 Label Key。"); + } + } + + ValidateTimelineMarkerAnchors(reachableBlockIds, issues); + ValidateExclusiveRouteGroups(blockIds, issues); + ValidateLegacyYarnSyntax(issues); + + if (issues.Count == 0) + { + Debug.Log($"[StoryData] '{name}' validation passed.", this); + } + else + { + // Unity Console 的折叠列表不会为单条日志中的换行自动增加行高, + // 把整份报告拼成多行字符串会导致文本重叠。摘要与每个问题分别输出, + // 既保持 Console 可读,也能让使用者逐条双击定位所属 StoryData。 + Debug.LogWarning($"[StoryData] '{name}' validation found {issues.Count} issue(s). See the following entries.", this); + for (int index = 0; index < issues.Count; index++) + { + string issue = issues[index]; + string message = $"[StoryData] '{name}' [{index + 1}/{issues.Count}] {issue}"; + if (issue.StartsWith("[Error]")) + Debug.LogError(message, this); + else + Debug.LogWarning(message, this); + } + } + } + + /// + /// 检查单个 Block 的必要配置。该方法只报告明确会导致运行时入口失效的字段, + /// 不检查歌曲或谱面导入结果,以免把内容制作流程变成阻断式校验。 + /// + private static void ValidateBlock(StoryBlockDefinition block, HashSet blockIds, List issues) + { + HashSet nextIds = new HashSet(); + foreach (string nextId in block.nextBlockIds) + { + if (string.IsNullOrWhiteSpace(nextId)) + { + issues.Add($"[Warning] Block '{block.blockId}' 的 Next Blocks 中存在空 ID。"); + } + else if (!blockIds.Contains(nextId)) + { + issues.Add($"[Error] Block '{block.blockId}' 指向不存在的 Next Block '{nextId}'。"); + } + else if (!nextIds.Add(nextId)) + { + issues.Add($"[Warning] Block '{block.blockId}' 重复指向 Next Block '{nextId}'。"); + } + } + + switch (block.blockType) + { + case StoryBlockType.Text when string.IsNullOrWhiteSpace(block.yarnNodeName): + issues.Add($"[Warning] TextBlock '{block.blockId}' 未配置 Yarn Node。"); + break; + case StoryBlockType.Song when string.IsNullOrWhiteSpace(block.songName): + issues.Add($"[Warning] SongBlock '{block.blockId}' 未配置 Song ID。"); + break; + case StoryBlockType.Tutorial: + if (string.IsNullOrWhiteSpace(block.tutorialKey)) + issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置 Tutorial Key。"); + if (string.IsNullOrWhiteSpace(block.tutorialProgressVariable)) + issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置 Progress Variable。"); + if (block.tutorialDifficultySaveId < 0) + issues.Add($"[Warning] TutorialBlock '{block.blockId}' 未配置有效的 Difficulty Save ID。"); + break; + } + } + + /// + /// 校验 TextBlock 的 Yarn 节点是否真实存在于已编译的 YarnProject,及是否被多个 Block 共用。 + /// 后者并非必然错误,但通常意味着复制 Block 后忘记替换 Node,因此仅报告 Warning。 + /// + private void ValidateTextBlockYarnNodes(List issues) + { + if (yarnProject?.Program == null) + return; + + Dictionary> blockIdsByNode = new Dictionary>(); + foreach (StoryBlockDefinition block in blocks) + { + if (block == null || block.blockType != StoryBlockType.Text || string.IsNullOrWhiteSpace(block.yarnNodeName)) + continue; + + if (!yarnProject.Program.Nodes.ContainsKey(block.yarnNodeName)) + issues.Add($"[Error] TextBlock '{block.blockId}' 指向的 Yarn Node '{block.yarnNodeName}' 不存在于当前 Yarn Project。" ); + + if (!blockIdsByNode.TryGetValue(block.yarnNodeName, out List referencedBlocks)) + { + referencedBlocks = new List(); + blockIdsByNode[block.yarnNodeName] = referencedBlocks; + } + + referencedBlocks.Add(block.blockId); + } + + foreach (KeyValuePair> pair in blockIdsByNode) + { + if (pair.Value.Count > 1) + issues.Add($"[Warning] Yarn Node '{pair.Key}' 被多个 TextBlock 共用:{string.Join(", ", pair.Value)}。确认这是有意复用,而非遗漏修改 Node。" ); + } + } + + /// + /// 对 StoryData 的连接图做只读的结构检查:入口、不可达 Block、环路、非向前连接与终点。 + /// 这些检查不评价具体剧情质量,只定位最容易造成“永远无法游玩”或“无法结束章节”的配置问题。 + /// + private HashSet ValidateStoryGraph(HashSet blockIds, List issues) + { + Dictionary> adjacency = new Dictionary>(); + Dictionary indegree = new Dictionary(); + foreach (string id in blockIds) + { + adjacency[id] = new List(); + indegree[id] = 0; + } + + foreach (StoryBlockDefinition block in blocks) + { + if (block == null || !blockIds.Contains(block.blockId)) + continue; + + foreach (string nextId in block.nextBlockIds.Where(id => !string.IsNullOrWhiteSpace(id) && blockIds.Contains(id)).Distinct()) + { + adjacency[block.blockId].Add(nextId); + indegree[nextId]++; + + StoryBlockDefinition next = GetBlock(nextId); + if (next != null && next.gridColumn <= block.gridColumn) + issues.Add($"[Warning] Block '{block.blockId}' -> '{nextId}' 没有指向更靠后的 Column;请确认这不是意外的回退连接或循环。" ); + } + } + + List entries = indegree.Where(pair => pair.Value == 0).Select(pair => pair.Key).ToList(); + if (entries.Count == 0 && blockIds.Count > 0) + issues.Add("[Error] 剧情连接图没有入口 Block(所有 Block 都存在前置连接)。"); + else if (entries.Count > 1) + issues.Add($"[Warning] 剧情连接图存在 {entries.Count} 个入口 Block:{string.Join(", ", entries)}。确认它们均由条件或设计意图控制。" ); + + HashSet reachable = new HashSet(); + Stack pending = new Stack(entries); + while (pending.Count > 0) + { + string current = pending.Pop(); + if (!reachable.Add(current)) + continue; + + foreach (string next in adjacency[current]) + pending.Push(next); + } + + foreach (string id in blockIds.Where(id => !reachable.Contains(id))) + issues.Add($"[Warning] Block '{id}' 从任何入口都不可达;若依赖纯变量条件进入,请确认存在外部入口。" ); + + List terminalBlocks = adjacency.Where(pair => pair.Value.Count == 0).Select(pair => pair.Key).ToList(); + if (blockIds.Count > 0 && terminalBlocks.Count == 0) + issues.Add("[Warning] 剧情连接图不存在终点 Block;请确认循环路线可以按预期结束。" ); + + HashSet visiting = new HashSet(); + HashSet visited = new HashSet(); + foreach (string entry in entries) + DetectCycle(entry, adjacency, visiting, visited, issues); + + return reachable; + } + + private static void DetectCycle(string blockId, Dictionary> adjacency, + HashSet visiting, HashSet visited, List issues) + { + if (visited.Contains(blockId)) + return; + + if (!visiting.Add(blockId)) + { + issues.Add($"[Warning] 剧情连接图检测到包含 Block '{blockId}' 的循环。请确认该循环有明确的变量出口。" ); + return; + } + + foreach (string next in adjacency[blockId]) + DetectCycle(next, adjacency, visiting, visited, issues); + + visiting.Remove(blockId); + visited.Add(blockId); + } + + /// 检查多个 Marker 是否锚定到同一 Block;通常表示重复配置,不阻止特殊的多标签时间点。 + private void ValidateTimelineMarkerAnchors(HashSet reachableBlockIds, List issues) + { + foreach (IGrouping group in timelineMarkers + .Where(marker => marker != null && !string.IsNullOrWhiteSpace(marker.anchorBlockId)) + .GroupBy(marker => marker.anchorBlockId)) + { + if (group.Count() > 1) + issues.Add($"[Warning] 多个 Timeline Marker 锚定到 Block '{group.Key}':{string.Join(", ", group.Select(marker => marker.markerId))}。确认这是有意的多标签时间点。" ); + + if (!reachableBlockIds.Contains(group.Key)) + issues.Add($"[Warning] Timeline Marker 锚定的 Block '{group.Key}' 从任何入口都不可达,Marker 将永远不会按正常流程显示。" ); + } + } + + /// + /// 检查互斥结局的编辑期声明。由于 Forbidden Condition 可以是任意变量表达式, + /// 自检无法数学证明条件完全互斥;它只检查显式分组、引用、终点形态和最基本的禁用条件覆盖。 + /// + private void ValidateExclusiveRouteGroups(HashSet blockIds, List issues) + { + HashSet groupIds = new HashSet(); + foreach (StoryRouteValidationGroup group in exclusiveRouteGroups) + { + if (group == null) + { + issues.Add("[Warning] Exclusive Route Groups 中存在空项。"); + continue; + } + + if (!IsValidStableKey(group.groupId)) + issues.Add($"[Error] Exclusive Route Group ID '{group.groupId}' 为空或不符合命名规则。" ); + else if (!groupIds.Add(group.groupId)) + issues.Add($"[Error] Exclusive Route Group ID '{group.groupId}' 重复。" ); + + if (group.terminalBlockIds == null || group.terminalBlockIds.Count < 2) + { + issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 至少应包含两个互斥终点 Block。" ); + continue; + } + + HashSet seenTerminalIds = new HashSet(); + foreach (string terminalId in group.terminalBlockIds) + { + if (!seenTerminalIds.Add(terminalId)) + { + issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 重复包含 Block '{terminalId}'。" ); + continue; + } + + StoryBlockDefinition terminal = GetBlock(terminalId); + if (terminal == null || !blockIds.Contains(terminalId)) + { + issues.Add($"[Error] Exclusive Route Group '{group.groupId}' 引用了不存在的 Block '{terminalId}'。" ); + continue; + } + + if (terminal.nextBlockIds.Any(id => !string.IsNullOrWhiteSpace(id))) + issues.Add($"[Warning] Exclusive Route Group '{group.groupId}' 的终点 Block '{terminalId}' 仍配置了 Next Block。" ); + + if (terminal.forbiddenCondition == null || !terminal.forbiddenCondition.IsConfigured) + issues.Add($"[Warning] 互斥终点 Block '{terminalId}' 未配置 Forbidden Condition;请人工确认其它路线完成后会禁用它。" ); + } + } + } + + /// + /// 侦测已废弃的 Yarn 临时变量语法。新台本应只使用项目提供的 set_* / get_* 永久变量命令; + /// C0 旧台本仍可能保留历史语法,故当前只输出 Warning,不自动修改任何文本资产。 + /// + private void ValidateLegacyYarnSyntax(List issues) + { + if (yarnProject == null) + return; + + string projectPath = AssetDatabase.GetAssetPath(yarnProject); + foreach (string path in AssetDatabase.GetDependencies(projectPath, true).Where(path => path.EndsWith(".yarn"))) + { + TextAsset yarnSource = AssetDatabase.LoadAssetAtPath(path); + if (yarnSource == null) + continue; + + string[] lines = yarnSource.text.Split('\n'); + for (int index = 0; index < lines.Length; index++) + { + string line = lines[index].TrimStart(); + if (line.StartsWith("< + /// 遍历通用条件树,检查会造成条件无法按预期求值的空引用或不存在 Block 引用。 + /// VariableCondition 只检查变量名是否为空:未在 Initial Variables 声明的变量允许由 Yarn 在运行时首次写入。 + /// + private static void ValidateCondition(StoryCondition condition, string owner, HashSet blockIds, List issues) + { + if (condition?.root != null) + { + ValidateConditionNode(condition.root, owner, blockIds, issues); + } + } + + private static void ValidateConditionNode(StoryConditionNode node, string owner, HashSet blockIds, List issues) + { + switch (node) + { + case AllOfCondition allOf: + if (allOf.conditions == null || allOf.conditions.Count == 0) + issues.Add($"[Warning] {owner} 的 All Of 没有子条件,会恒为 true。"); + else + ValidateConditionChildren(allOf.conditions, owner, blockIds, issues); + break; + case AnyOfCondition anyOf: + if (anyOf.conditions == null || anyOf.conditions.Count == 0) + issues.Add($"[Warning] {owner} 的 Any Of 没有子条件,会恒为 false。"); + else + ValidateConditionChildren(anyOf.conditions, owner, blockIds, issues); + break; + case NotCondition not: + if (not.condition == null) + issues.Add($"[Warning] {owner} 的 Not 没有子条件,会恒为 true。"); + else + ValidateConditionNode(not.condition, owner, blockIds, issues); + break; + case BlockCompletedCondition blockCompleted: + if (string.IsNullOrWhiteSpace(blockCompleted.blockId) || !blockIds.Contains(blockCompleted.blockId)) + issues.Add($"[Error] {owner} 引用了不存在的 Block Completed ID '{blockCompleted.blockId}'。"); + break; + case VariableCondition variable when string.IsNullOrWhiteSpace(variable.variableName): + issues.Add($"[Error] {owner} 存在未填写 Variable Name 的 Variable Compare。"); + break; + case null: + issues.Add($"[Warning] {owner} 包含空条件节点。"); + break; + } + } + + private static void ValidateConditionChildren(List children, string owner, HashSet blockIds, List issues) + { + foreach (StoryConditionNode child in children) + { + ValidateConditionNode(child, owner, blockIds, issues); + } + } + + private static bool IsValidStableKey(string value) + { + if (string.IsNullOrWhiteSpace(value)) + { + return false; + } + + foreach (char character in value) + { + if (!(character is >= 'a' and <= 'z') && + !(character is >= '0' and <= '9') && + character != '_') + { + return false; + } + } + + return true; + } + + /// + /// 在 Inspector 顶部绘制只读的故事树结构预览(流程图样式,连线左右相连)。 + /// 提供"详细 / 简略"两种可拖拽平移的视图;按 (gridColumn, gridRow) 摆放 block。 + /// 每个 Block 使用其运行时 Prefab 尺寸按统一比例缩放后的矩形,且列坐标始终代表 Block 的中心点, + /// 从而让 Important / Secondary / Song / Tutorial 的体积与连线端点关系尽量接近游戏内画面。 + /// + [PropertyOrder(-10)] + [OnInspectorGUI] + private void DrawStoryPreview() + { + _isPreviewExpanded = EditorGUILayout.Foldout( + _isPreviewExpanded, + new GUIContent( + "Story Tree Preview", + "只读预览:按 StoryData 的 Column / Row、连接关系和当前 Block 尺寸约定绘制。展开后可拖动平移视图。" + ), + true + ); + if (!_isPreviewExpanded) + { + return; + } + + if (blocks == null || blocks.Count == 0) + { + EditorGUILayout.HelpBox("尚未定义任何 block。", MessageType.Info); + return; + } + + // 顶部工具条:模式切换 + 复位视图 + EditorGUILayout.BeginHorizontal(); + _previewMode = (StoryPreviewMode)GUILayout.Toolbar( + (int)_previewMode, new[] { "Detailed", "Simple" }, GUILayout.Height(20f)); + if (GUILayout.Button("Fit View", GUILayout.Width(80f), GUILayout.Height(20f))) + _requestPreviewFit = true; + if (GUILayout.Button("Reset", GUILayout.Width(60f), GUILayout.Height(20f))) + _previewPan = Vector2.zero; + EditorGUILayout.EndHorizontal(); + + bool simple = _previewMode == StoryPreviewMode.Simple; + float previewScale = simple ? SimplePreviewScale : DetailedPreviewScale; + float stepX = RuntimeColumnStep * previewScale; + float stepY = RuntimeRowStep * previewScale; + + Rect area = GUILayoutUtility.GetRect(0f, PreviewViewportHeight, GUILayout.ExpandWidth(true)); + // 工具栏按钮在取得最终 Preview 区域后才可执行精确 Fit;用当前 Event 的热键标记延迟到这里处理。 + if (_requestPreviewFit) + { + FitPreviewView(area, previewScale); + _requestPreviewFit = false; + } + EditorGUI.DrawRect(area, new Color(0.12f, 0.12f, 0.14f, 1f)); + + HandlePreviewPanning(area); + + // 裁剪到预览区,超出部分(平移后)不外溢到其它 Inspector 元素 + GUI.BeginClip(area); + { + // (0,0) 是 Block 的逻辑中心点。为避免第一列 Important Block 被左侧裁掉, + // 初始视图预留半个最大 Block 宽度;这不改变 StoryData 的坐标语义。 + float originX = PreviewPaddingLeft + ImportantBlockWidth * previewScale * 0.5f + _previewPan.x; + float originY = area.height * 0.5f + _previewPan.y; + + // 计算各 Block 的实际比例矩形。运行时同样以中心 Pivot 放置,因此 gridColumn / gridRow + // 在预览中也对应矩形中心,而不是左边缘。 + Dictionary cellRects = new Dictionary(); + foreach (StoryBlockDefinition block in blocks) + { + if (!HasPreviewableBlockId(block)) continue; + + Vector2 blockSize = GetPreviewBlockSize(block, previewScale); + float px = originX + block.gridColumn * stepX; // 列向右为正(可负、可小数) + float py = originY + block.gridRow * stepY; // 行向下为正、向上为负 + cellRects[block.blockId] = new Rect( + px - blockSize.x * 0.5f, + py - blockSize.y * 0.5f, + blockSize.x, + blockSize.y); + } + + // 先画连线:与 BlockConnectorView 相同,起点右中 → 以两个 Block 中心的中点列折线 → 终点左中。 + // 不使用端口中点作为转折列,避免不同宽度 Block 在同一列时出现不一致的转折位置。 + Handles.BeginGUI(); + foreach (StoryBlockDefinition block in blocks) + { + if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect fromRect)) continue; + + foreach (string nextId in block.nextBlockIds) + { + if (string.IsNullOrEmpty(nextId) || !cellRects.TryGetValue(nextId, out Rect toRect)) continue; + + Vector3 start = new Vector3(fromRect.xMax, fromRect.center.y, 0f); + Vector3 end = new Vector3(toRect.xMin, toRect.center.y, 0f); + float midX = (fromRect.center.x + toRect.center.x) * 0.5f; + Vector3 mid1 = new Vector3(midX, start.y, 0f); + Vector3 mid2 = new Vector3(midX, end.y, 0f); + + Handles.color = new Color(0.82f, 0.82f, 0.88f, 1f); + Handles.DrawAAPolyLine(simple ? 2f : 3f, start, mid1, mid2, end); + } + } + Handles.EndGUI(); + + // 再画 block 方块 + GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel) + { + alignment = TextAnchor.MiddleCenter, + wordWrap = true, + richText = false, + fontSize = simple ? 9 : 11, + normal = { textColor = Color.white } + }; + + foreach (StoryBlockDefinition block in blocks) + { + if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect rect)) continue; + + EditorGUI.DrawRect(rect, GetTypeColor(block.blockType)); + string label = GetPreviewLabel(block, simple, rect.height); + GUI.Label(rect, label, labelStyle); + } + } + GUI.EndClip(); + + } + + /// + /// 返回一个 Block 在 Inspector 预览中的尺寸。所有类型使用同一缩放比例, + /// 因而宽高比及不同 Block 之间的体积关系与运行时 Prefab 保持一致。 + /// + private static Vector2 GetPreviewBlockSize(StoryBlockDefinition block, float previewScale) + { + Vector2 runtimeSize = block.blockType switch + { + StoryBlockType.Text when block.textImportance == TextBlockImportance.Important => + new Vector2(ImportantBlockWidth, ImportantBlockHeight), + StoryBlockType.Text => new Vector2(SecondaryBlockWidth, SecondaryBlockHeight), + StoryBlockType.Song => new Vector2(SongBlockWidth, SongBlockHeight), + StoryBlockType.Tutorial => new Vector2(TutorialBlockWidth, TutorialBlockHeight), + _ => Vector2.zero + }; + + return runtimeSize * previewScale; + } + + /// + /// 将当前 StoryData 的真实预览边界居中到可视区域。 + /// 只修改 Inspector 的临时平移量,不会修改任何 Block 的 gridColumn / gridRow。 + /// + private void FitPreviewView(Rect area, float previewScale) + { + if (blocks == null || blocks.Count == 0) + { + _previewPan = Vector2.zero; + return; + } + + float stepX = RuntimeColumnStep * previewScale; + float stepY = RuntimeRowStep * previewScale; + float minX = float.PositiveInfinity; + float maxX = float.NegativeInfinity; + float minY = float.PositiveInfinity; + float maxY = float.NegativeInfinity; + + foreach (StoryBlockDefinition block in blocks) + { + if (!HasPreviewableBlockId(block)) + { + continue; + } + + Vector2 size = GetPreviewBlockSize(block, previewScale); + float centerX = block.gridColumn * stepX; + float centerY = block.gridRow * stepY; + minX = Mathf.Min(minX, centerX - size.x * 0.5f); + maxX = Mathf.Max(maxX, centerX + size.x * 0.5f); + minY = Mathf.Min(minY, centerY - size.y * 0.5f); + maxY = Mathf.Max(maxY, centerY + size.y * 0.5f); + } + + if (float.IsPositiveInfinity(minX)) + { + _previewPan = Vector2.zero; + return; + } + + // DrawStoryPreview 的初始原点位于左侧 Padding + 半个最大 Block 宽度; + // 此处只补偿该基础原点与内容包围盒中心之间的差值。 + float baseOriginX = PreviewPaddingLeft + ImportantBlockWidth * previewScale * 0.5f; + _previewPan = new Vector2( + area.width * 0.5f - baseOriginX - (minX + maxX) * 0.5f, + -(minY + maxY) * 0.5f + ); + } + + /// + /// 根据可用高度选择预览标签密度。Song / Tutorial 的真实比例高度较小, + /// 因此只显示 Block ID,避免文字撑破矩形而掩盖实际体积关系。 + /// + private static string GetPreviewLabel(StoryBlockDefinition block, bool simple, float blockHeight) + { + if (simple || blockHeight < 32f) + { + return block.blockId; + } + + if (blockHeight < 60f) + { + return $"{block.blockId}\n[{block.blockType}]"; + } + + return $"{block.blockId}\n[{block.blockType}]\n{block.GetDisplayTitle()}"; + } + + /// + /// 处理预览区内的鼠标拖拽平移。 + /// + private void HandlePreviewPanning(Rect area) + { + Event e = Event.current; + switch (e.type) + { + case EventType.MouseDown: + if (area.Contains(e.mousePosition)) + { + _isPanningPreview = true; + e.Use(); + } + break; + case EventType.MouseDrag: + if (_isPanningPreview) + { + _previewPan += e.delta; + GUI.changed = true; + e.Use(); + } + break; + case EventType.MouseUp: + if (_isPanningPreview) + { + _isPanningPreview = false; + e.Use(); + } + break; + } + } + + /// + /// 判断 Block 能否参与 Inspector 中的故事树预览。 + /// 新增 Block 时,Odin 会先创建一个尚未填写 blockId 的临时数据项;它还不能作为 + /// Dictionary 的 Key,也不应在预览中显示或连接。统一在三个预览阶段过滤,避免后续 + /// Draw / TryGetValue 阶段再次把空引用传入 Dictionary。 + /// + private static bool HasPreviewableBlockId(StoryBlockDefinition block) + { + return block != null && !string.IsNullOrWhiteSpace(block.blockId); + } + + /// + /// 预览中不同 block 类型的填充色。 + /// + private static Color GetTypeColor(StoryBlockType type) + { + return type switch + { + StoryBlockType.Text => new Color(0.20f, 0.42f, 0.72f, 1f), // 蓝 + StoryBlockType.Song => new Color(0.62f, 0.30f, 0.66f, 1f), // 紫 + StoryBlockType.Tutorial => new Color(0.28f, 0.56f, 0.36f, 1f), // 绿 + _ => new Color(0.4f, 0.4f, 0.4f, 1f) + }; + } + } +} +#endif + + diff --git a/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs.meta b/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs.meta new file mode 100644 index 00000000..7553f786 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryData.Editor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 93a8de9ae74f4e8784af656377c443be diff --git a/Assets/Scripts/NewStorySystem/Data/StoryData.cs b/Assets/Scripts/NewStorySystem/Data/StoryData.cs index 7e947394..a114c322 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryData.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryData.cs @@ -2,10 +2,6 @@ using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; using Yarn.Unity; -#if UNITY_EDITOR -using UnityEditor; -using Sirenix.Utilities.Editor; -#endif namespace Ichni.Story { @@ -14,17 +10,30 @@ namespace Ichni.Story /// 布局完全由每个 block 的 (gridColumn, gridRow) 静态决定,运行时全量展示。 /// [CreateAssetMenu(fileName = "StoryData", menuName = "Ichni/Story/New/StoryData")] - public class StoryData : SerializedScriptableObject + public partial class StoryData : SerializedScriptableObject { + [TitleGroup("Chapter Settings", Alignment = TitleAlignments.Centered)] [LabelText("Chapter Index")] + [Tooltip("章节的稳定索引。StorySave、StoryManager 与 ChapterSelection 都以该值定位当前章节。")] public string chapterIndex; + [TitleGroup("Chapter Settings")] [LabelText("Yarn Project")] - [InfoBox("该章节对应的 YarnProject 编译资产,阶段 2 接线。")] + [Tooltip("该章节对应的 YarnProject 编译资产。TextBlock 会在运行时从此项目中执行配置的 Yarn Node。")] public YarnProject yarnProject; + /// + /// 本章节永久剧情变量的默认值。它们只属于本章节,且不会直接写入存档; + /// 玩家第一次通过 Yarn 或其它剧情入口写入同名变量后,存档值才会覆盖这里的默认值。 + /// + [LabelText("Initial Variables")] + [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] + [Tooltip("变量 Key 使用小写英文、数字和下划线。Yarn 请通过 <> 与 get_*() 访问,不使用 <>、<> 或 $variable。")] + public List initialVariables = new List(); + [LabelText("Blocks")] [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] + [Tooltip("章节的完整剧情树定义。列表排序不决定运行时流程;连接关系、条件与网格坐标才是唯一依据。")] public List blocks = new List(); /// @@ -34,9 +43,18 @@ namespace Ichni.Story /// [LabelText("Timeline Markers")] [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] - [InfoBox("每个标记锚定到一个 TextBlock;运行时使用该 Block 的 Grid Column 对齐 Timeline。TextBlock 为 Current / Completed 时显示,Locked / Forbidden 时隐藏。未配置标记时,现有章节行为不变。")] + [Tooltip("每个标记锚定到一个 TextBlock;运行时使用该 Block 的 Grid Column 对齐 Timeline。TextBlock 为 Current / Completed 时显示,Locked / Forbidden 时隐藏。")] public List timelineMarkers = new List(); + /// + /// 仅供编辑器自检使用的互斥结局分组,不参与运行时的解锁、禁用或存档逻辑。 + /// 实际路线禁用仍完全通过各 Block 的 Forbidden Condition 表达,以保留剧情变量组合的灵活性。 + /// + [LabelText("Exclusive Route Groups")] + [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] + [Tooltip("把同一章节中只能同时达成一个的结局 Block 放入同一组。Validate Story Data 会检查引用、终点形态与 Forbidden Condition 配置;不会改变运行时逻辑。")] + public List exclusiveRouteGroups = new List(); + // ── Queries ───────────────────────────────────────────────────────────── /// @@ -46,13 +64,35 @@ namespace Ichni.Story { foreach (StoryBlockDefinition block in blocks) { - if (block.blockId == blockId) + if (block != null && block.blockId == blockId) return block; } return null; } + /// + /// 尝试获取一个章节变量的静态默认定义。重复 Key 取列表中第一项, + /// 因此配置时应保持 Key 唯一,以免在 Inspector 中产生歧义。 + /// + public bool TryGetInitialVariable(string key, out StoryVariableDefinition definition) + { + if (!string.IsNullOrWhiteSpace(key) && initialVariables != null) + { + foreach (StoryVariableDefinition item in initialVariables) + { + if (item != null && item.key == key) + { + definition = item; + return true; + } + } + } + + definition = null; + return false; + } + /// /// 获取指定 blockId 的所有直接后继 block 定义。 /// @@ -61,6 +101,9 @@ namespace Ichni.Story StoryBlockDefinition source = GetBlock(blockId); if (source == null) yield break; + if (source.nextBlockIds == null) + yield break; + foreach (string nextId in source.nextBlockIds) { StoryBlockDefinition next = GetBlock(nextId); @@ -69,241 +112,5 @@ namespace Ichni.Story } } - // ── Editor Preview ──────────────────────────────────────────────────────── -#if UNITY_EDITOR - private enum StoryPreviewMode { Detailed, Simple } - - // 编辑器 UI 临时状态(不参与序列化) - [System.NonSerialized] private StoryPreviewMode _previewMode = StoryPreviewMode.Detailed; - [System.NonSerialized] private Vector2 _previewPan; - [System.NonSerialized] private bool _isPanningPreview; - - private const float PreviewViewportHeight = 380f; - private const float PreviewPaddingLeft = 24f; - - // 预览与运行时共用同一套“列 / 行代表 Block 中心点”的布局语义。 - // 这里的尺寸直接对应当前四种 Block Prefab 的设计尺寸;若未来修改 Prefab 尺寸,必须同步更新本组常量。 - private const float ImportantBlockWidth = 600f; - private const float ImportantBlockHeight = 375f; - private const float SecondaryBlockWidth = 400f; - private const float SecondaryBlockHeight = 200f; - private const float SongBlockWidth = 400f; - private const float SongBlockHeight = 100f; - private const float TutorialBlockWidth = 400f; - private const float TutorialBlockHeight = 100f; - - // 与 StoryTreeController 默认 columnStep / rowStep 保持比例一致, - // 因而预览中的相邻列、行间距也能反映运行时的实际布局关系。 - private const float RuntimeColumnStep = 720f; - private const float RuntimeRowStep = 525f; - private const float DetailedPreviewScale = 0.25f; - private const float SimplePreviewScale = 0.10f; - - /// - /// 在 Inspector 顶部绘制只读的故事树结构预览(流程图样式,连线左右相连)。 - /// 提供"详细 / 简略"两种可拖拽平移的视图;按 (gridColumn, gridRow) 摆放 block。 - /// 每个 Block 使用其运行时 Prefab 尺寸按统一比例缩放后的矩形,且列坐标始终代表 Block 的中心点, - /// 从而让 Important / Secondary / Song / Tutorial 的体积与连线端点关系尽量接近游戏内画面。 - /// - [PropertyOrder(-10)] - [OnInspectorGUI] - private void DrawStoryPreview() - { - SirenixEditorGUI.Title("Story Tree Preview", null, TextAlignment.Left, true); - - if (blocks == null || blocks.Count == 0) - { - EditorGUILayout.HelpBox("尚未定义任何 block。", MessageType.Info); - return; - } - - // 顶部工具条:模式切换 + 复位视图 - EditorGUILayout.BeginHorizontal(); - _previewMode = (StoryPreviewMode)GUILayout.Toolbar( - (int)_previewMode, new[] { "Detailed", "Simple" }, GUILayout.Height(20f)); - if (GUILayout.Button("Reset View", GUILayout.Width(90f), GUILayout.Height(20f))) - _previewPan = Vector2.zero; - EditorGUILayout.EndHorizontal(); - - bool simple = _previewMode == StoryPreviewMode.Simple; - float previewScale = simple ? SimplePreviewScale : DetailedPreviewScale; - float stepX = RuntimeColumnStep * previewScale; - float stepY = RuntimeRowStep * previewScale; - - Rect area = GUILayoutUtility.GetRect(0f, PreviewViewportHeight, GUILayout.ExpandWidth(true)); - EditorGUI.DrawRect(area, new Color(0.12f, 0.12f, 0.14f, 1f)); - - HandlePreviewPanning(area); - - // 裁剪到预览区,超出部分(平移后)不外溢到其它 Inspector 元素 - GUI.BeginClip(area); - { - // (0,0) 是 Block 的逻辑中心点。为避免第一列 Important Block 被左侧裁掉, - // 初始视图预留半个最大 Block 宽度;这不改变 StoryData 的坐标语义。 - float originX = PreviewPaddingLeft + ImportantBlockWidth * previewScale * 0.5f + _previewPan.x; - float originY = area.height * 0.5f + _previewPan.y; - - // 计算各 Block 的实际比例矩形。运行时同样以中心 Pivot 放置,因此 gridColumn / gridRow - // 在预览中也对应矩形中心,而不是左边缘。 - Dictionary cellRects = new Dictionary(); - foreach (StoryBlockDefinition block in blocks) - { - if (!HasPreviewableBlockId(block)) continue; - - Vector2 blockSize = GetPreviewBlockSize(block, previewScale); - float px = originX + block.gridColumn * stepX; // 列向右为正(可负、可小数) - float py = originY + block.gridRow * stepY; // 行向下为正、向上为负 - cellRects[block.blockId] = new Rect( - px - blockSize.x * 0.5f, - py - blockSize.y * 0.5f, - blockSize.x, - blockSize.y); - } - - // 先画连线:与 BlockConnectorView 相同,起点右中 → 以两个 Block 中心的中点列折线 → 终点左中。 - // 不使用端口中点作为转折列,避免不同宽度 Block 在同一列时出现不一致的转折位置。 - Handles.BeginGUI(); - foreach (StoryBlockDefinition block in blocks) - { - if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect fromRect)) continue; - - foreach (string nextId in block.nextBlockIds) - { - if (string.IsNullOrEmpty(nextId) || !cellRects.TryGetValue(nextId, out Rect toRect)) continue; - - Vector3 start = new Vector3(fromRect.xMax, fromRect.center.y, 0f); - Vector3 end = new Vector3(toRect.xMin, toRect.center.y, 0f); - float midX = (fromRect.center.x + toRect.center.x) * 0.5f; - Vector3 mid1 = new Vector3(midX, start.y, 0f); - Vector3 mid2 = new Vector3(midX, end.y, 0f); - - Handles.color = new Color(0.82f, 0.82f, 0.88f, 1f); - Handles.DrawAAPolyLine(simple ? 2f : 3f, start, mid1, mid2, end); - } - } - Handles.EndGUI(); - - // 再画 block 方块 - GUIStyle labelStyle = new GUIStyle(EditorStyles.boldLabel) - { - alignment = TextAnchor.MiddleCenter, - wordWrap = true, - richText = false, - fontSize = simple ? 9 : 11, - normal = { textColor = Color.white } - }; - - foreach (StoryBlockDefinition block in blocks) - { - if (!HasPreviewableBlockId(block) || !cellRects.TryGetValue(block.blockId, out Rect rect)) continue; - - EditorGUI.DrawRect(rect, GetTypeColor(block.blockType)); - string label = GetPreviewLabel(block, simple, rect.height); - GUI.Label(rect, label, labelStyle); - } - } - GUI.EndClip(); - - EditorGUILayout.HelpBox( - "在预览区内拖拽可平移视图。列 = 水平(右为正),行 = 垂直(下为正、上为负);坐标代表 Block 中心点。预览按当前 Prefab 尺寸比例绘制:Important 600×375、Secondary 400×200、Song / Tutorial 400×100。", - MessageType.None); - } - - /// - /// 返回一个 Block 在 Inspector 预览中的尺寸。所有类型使用同一缩放比例, - /// 因而宽高比及不同 Block 之间的体积关系与运行时 Prefab 保持一致。 - /// - private static Vector2 GetPreviewBlockSize(StoryBlockDefinition block, float previewScale) - { - Vector2 runtimeSize = block.blockType switch - { - StoryBlockType.Text when block.textImportance == TextBlockImportance.Important => - new Vector2(ImportantBlockWidth, ImportantBlockHeight), - StoryBlockType.Text => new Vector2(SecondaryBlockWidth, SecondaryBlockHeight), - StoryBlockType.Song => new Vector2(SongBlockWidth, SongBlockHeight), - StoryBlockType.Tutorial => new Vector2(TutorialBlockWidth, TutorialBlockHeight), - _ => Vector2.zero - }; - - return runtimeSize * previewScale; - } - - /// - /// 根据可用高度选择预览标签密度。Song / Tutorial 的真实比例高度较小, - /// 因此只显示 Block ID,避免文字撑破矩形而掩盖实际体积关系。 - /// - private static string GetPreviewLabel(StoryBlockDefinition block, bool simple, float blockHeight) - { - if (simple || blockHeight < 32f) - { - return block.blockId; - } - - if (blockHeight < 60f) - { - return $"{block.blockId}\n[{block.blockType}]"; - } - - return $"{block.blockId}\n[{block.blockType}]\n{block.GetDisplayTitle()}"; - } - - /// - /// 处理预览区内的鼠标拖拽平移。 - /// - private void HandlePreviewPanning(Rect area) - { - Event e = Event.current; - switch (e.type) - { - case EventType.MouseDown: - if (area.Contains(e.mousePosition)) - { - _isPanningPreview = true; - e.Use(); - } - break; - case EventType.MouseDrag: - if (_isPanningPreview) - { - _previewPan += e.delta; - GUI.changed = true; - e.Use(); - } - break; - case EventType.MouseUp: - if (_isPanningPreview) - { - _isPanningPreview = false; - e.Use(); - } - break; - } - } - - /// - /// 判断 Block 能否参与 Inspector 中的故事树预览。 - /// 新增 Block 时,Odin 会先创建一个尚未填写 blockId 的临时数据项;它还不能作为 - /// Dictionary 的 Key,也不应在预览中显示或连接。统一在三个预览阶段过滤,避免后续 - /// Draw / TryGetValue 阶段再次把空引用传入 Dictionary。 - /// - private static bool HasPreviewableBlockId(StoryBlockDefinition block) - { - return block != null && !string.IsNullOrWhiteSpace(block.blockId); - } - - /// - /// 预览中不同 block 类型的填充色。 - /// - private static Color GetTypeColor(StoryBlockType type) - { - return type switch - { - StoryBlockType.Text => new Color(0.20f, 0.42f, 0.72f, 1f), // 蓝 - StoryBlockType.Song => new Color(0.62f, 0.30f, 0.66f, 1f), // 紫 - StoryBlockType.Tutorial => new Color(0.28f, 0.56f, 0.36f, 1f), // 绿 - _ => new Color(0.4f, 0.4f, 0.4f, 1f) - }; - } -#endif } } diff --git a/Assets/Scripts/NewStorySystem/Data/StoryHelperData.cs b/Assets/Scripts/NewStorySystem/Data/StoryHelperData.cs index f218a9a0..2ccfd7ba 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryHelperData.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryHelperData.cs @@ -2,6 +2,8 @@ using System; using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; +using UnityEngine.Localization; +using UnityEngine.Localization.Tables; namespace Ichni.Story { @@ -10,21 +12,47 @@ namespace Ichni.Story /// 该资产不隶属于任何 StoryData,由 统一引用, /// 因而所有章节都共用同一个 Helper 角色、名称和候选对话池。 /// 运行时会在满足条件的候选中按权重抽取,并在候选数量允许时避免与上次对话重复; - /// 具体抽取和 UI 展示逻辑将在 Helper 功能实现阶段接入。 + /// 具体抽取和 UI 展示由 负责。 /// [CreateAssetMenu(fileName = "StoryHelperData", menuName = "Ichni/Story/New/Story Helper Data")] public class StoryHelperData : SerializedScriptableObject { + /// + /// Helper 的稳定身份标识。当前阶段只有一个 Helper,但后续的更换界面、存档和统计 + /// 都应使用该 ID,而非依赖可变的资源名称或显示名称。 + /// + [LabelText("Helper ID")] + [Tooltip("使用小写英文、数字和下划线,例如 chapter0_helper。未来切换与持久化 Helper 时使用此稳定 ID。")] + public string helperId; + + /// + /// 当前静态版本使用的立绘。留空时,静态 Presenter 会保留场景中原本配置的 Image, + /// 因而可以在不立即迁移全部美术引用的情况下逐步接入本数据资产。 + /// + [PreviewField(75, ObjectFieldAlignment.Left)] + [LabelText("Portrait Sprite")] + [Tooltip("当前静态 Helper 立绘。未来改用 Spine 或 Live2D 时,可由对应 Presenter 忽略该字段。")] + public Sprite portraitSprite; + + /// + /// Helper 名称与对话文本所使用的 Unity Localization String Table。 + /// + [LabelText("Localization Table")] + [Tooltip("Display Name Key、Fallback Dialogue Key 与 Dialogue Pool 的 Text Key 均在此 String Table 中查找。")] + public TableReference localizationTable; + /// /// Helper 显示名称的 Unity Localization Entry Key。 /// [LabelText("Display Name Key (Localization)")] + [Tooltip("Helper 显示名称使用的 Unity Localization Entry Key。")] public string displayNameKey; /// /// 当所有候选对话均不满足条件时显示的兜底对话 Entry Key。 /// [LabelText("Fallback Dialogue Key (Localization)")] + [Tooltip("没有候选对话满足条件时显示的 Unity Localization Entry Key。")] public string fallbackDialogueKey; /// @@ -32,6 +60,7 @@ namespace Ichni.Story /// [LabelText("Dialogue Pool")] [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] + [Tooltip("全章节共用的候选 Helper 对话。条件留空时该项始终可参与按权重抽取。")] public List dialoguePool = new List(); } @@ -42,25 +71,33 @@ namespace Ichni.Story /// [Serializable] [InlineProperty] + [HideReferenceObjectPicker] public class StoryHelperDialogueDefinition { /// /// 候选对话的稳定 ID,仅用于调试、去重和未来数据追踪。 /// 命名使用小写英文、数字和下划线,例如 general_greeting_01。 /// - [LabelText("Dialogue ID")] + [HorizontalGroup("Identity", 0.38f)] + [LabelText("ID")] + [LabelWidth(20)] + [Tooltip("候选对话的稳定 ID,仅用于调试、去重和未来数据追踪。")] public string dialogueId; /// /// 实际显示内容的 Unity Localization Entry Key。 /// - [LabelText("Dialogue Key (Localization)")] + [HorizontalGroup("Identity")] + [LabelText("Text Key")] + [LabelWidth(52)] + [Tooltip("实际显示文本的 Unity Localization Entry Key。")] public string dialogueKey; /// /// 此对话可被抽取的条件;留空表示始终可用。 /// - [LabelText("Availability Condition")] + [LabelText("Availability")] + [Tooltip("此候选对话可参与抽取的条件;留空表示始终可用。")] public StoryCondition availabilityCondition = new StoryCondition(); /// @@ -69,6 +106,7 @@ namespace Ichni.Story /// [LabelText("Weight")] [MinValue(1)] + [Tooltip("在满足条件的候选中使用的相对抽取权重,最小为 1。")] public int weight = 1; } } diff --git a/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs b/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs new file mode 100644 index 00000000..cd5ed2f6 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs @@ -0,0 +1,30 @@ +using System; +using System.Collections.Generic; +using Sirenix.OdinInspector; +using UnityEngine; + +namespace Ichni.Story +{ + /// + /// StoryData 编辑期的互斥路线声明。 + /// 本类不会参与运行时条件求值:路线的开放与禁用仍只由 StoryBlockDefinition 中的 + /// Unlock Condition / Forbidden Condition 控制。它的唯一职责是让 Validate Story Data 能够 + /// 对“多个结局只能完成一个”的人工配置意图进行可定位检查。 + /// + [Serializable] + [InlineProperty] + [HideReferenceObjectPicker] + public class StoryRouteValidationGroup + { + [HorizontalGroup("Identity", 0.34f)] + [LabelText("Group ID")] + [LabelWidth(58)] + [Tooltip("仅用于编辑器验证与日志定位的稳定 ID。使用小写英文、数字和下划线,例如 chapter0_ending。")] + public string groupId; + + [HorizontalGroup("Identity")] + [LabelText("Terminal Blocks")] + [Tooltip("同一互斥结局组中的终点 Block ID。Validate Story Data 会检查它们是否存在、是否重复、是否为图终点,以及是否配置 Forbidden Condition。")] + public List terminalBlockIds = new List(); + } +} diff --git a/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs.meta b/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs.meta new file mode 100644 index 00000000..e1b7580b --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryRouteValidationGroup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4c6fe8ac7f9f4efba5df1c7a7c52b3e1 diff --git a/Assets/Scripts/NewStorySystem/Data/StoryTimelineMarkerDefinition.cs b/Assets/Scripts/NewStorySystem/Data/StoryTimelineMarkerDefinition.cs index 883c1190..55ca2935 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryTimelineMarkerDefinition.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryTimelineMarkerDefinition.cs @@ -13,40 +13,56 @@ namespace Ichni.Story /// [Serializable] [InlineProperty] + [HideReferenceObjectPicker] public class StoryTimelineMarkerDefinition { /// /// 标记的稳定唯一 ID,仅用于配置、调试和未来持久化引用。 /// 命名使用小写英文、数字和下划线,例如 chapter0_day_01。 /// + [HorizontalGroup("Identity", 0.34f)] [LabelText("Marker ID")] + [LabelWidth(62)] + [Tooltip("Marker 的稳定唯一 ID。回滚快照会使用它作为索引;建议使用小写英文、数字和下划线。")] public string markerId; /// /// 被此标记锚定的 TextBlock ID。该 Block 的 gridColumn 是标记的唯一位置来源; /// 当它处于 Current 或 Completed 时,标记显示;Locked 或 Forbidden 时,标记隐藏。 /// - [LabelText("Anchor Block ID")] + [HorizontalGroup("Identity", 0.33f)] + [LabelText("Anchor")] + [LabelWidth(42)] + [Tooltip("被此 Marker 锚定的 TextBlock ID。该 Block 的列位置决定 Marker 的横坐标。")] public string anchorBlockId; /// /// Timeline 上显示的本地化文本 Key。通常用于时间描述,也可用于特殊叙事文本。 /// - [LabelText("Label Key (Localization)")] + [HorizontalGroup("Identity")] + [LabelText("Label Key")] + [LabelWidth(54)] + [Tooltip("Timeline 上显示的 Unity Localization Entry Key,通常用于时间或特殊叙事文本。")] public string labelKey; /// /// 是否参与章节主线进度百分比计算。支线或纯装饰性时间标记应关闭此项。 /// - [LabelText("Contributes To Main Progress")] + [HorizontalGroup("Progress", 0.42f)] + [LabelText("Main Progress")] + [Tooltip("开启后,此 Marker 完成时会参与章节主线进度百分比的最大值计算。")] public bool contributesToMainProgress = true; /// /// 锚定 Block 完成后可贡献的主线进度,范围为 0 到 1。 /// 同一章节的不同结局都应配置为 1;运行时取所有有效完成标记中的最大值。 /// - [LabelText("Progress Value")] + [HorizontalGroup("Progress")] + [LabelText("Value")] + [LabelWidth(35)] + [ShowIf(nameof(contributesToMainProgress))] [Range(0f, 1f)] + [Tooltip("完成该锚定 Block 后贡献的主线进度,范围为 0 到 1。互斥结局通常都设为 1。")] public float progressValue; } } diff --git a/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs b/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs new file mode 100644 index 00000000..d7ba9b8b --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs @@ -0,0 +1,74 @@ +using System; +using Sirenix.OdinInspector; +using UnityEngine; + +namespace Ichni.Story +{ + /// + /// StoryData 中声明的章节变量默认值类型。 + /// 数值变量会保存为 float;Int 仅决定 Inspector 和读取接口的语义。 + /// + public enum StoryVariableType + { + Bool, + Int, + Float, + String + } + + /// + /// 一个章节变量的静态默认定义。 + /// 默认值不写入玩家存档:当存档中没有同名覆盖值时,StoryVariables 才返回此处的配置。 + /// 因此“重开章节”只要清空章节变量容器,便会自然回到该定义的初始状态。 + /// + [Serializable] + [InlineProperty] + [HideReferenceObjectPicker] + public class StoryVariableDefinition + { + [HorizontalGroup("Variable", 0.55f)] + [LabelText("Key")] + [LabelWidth(28)] + [Tooltip("变量 Key:使用小写英文、数字和下划线,例如 c0_route_choice。不要使用 Yarn 的 $variable 语法。")] + public string key; + + [HorizontalGroup("Variable", 0.18f)] + [LabelText("Type")] + [LabelWidth(32)] + [Tooltip("变量的默认值类型。运行时可由 Yarn 的 set_* 指令写入同名永久章节变量。")] + public StoryVariableType type; + + [HorizontalGroup("Variable")] + [LabelText("Default")] + [LabelWidth(48)] + [ShowIf(nameof(IsBool))] + [Tooltip("变量尚未被玩家存档覆盖时使用的默认 Bool 值。")] + public bool boolValue; + + [HorizontalGroup("Variable")] + [LabelText("Default")] + [LabelWidth(48)] + [ShowIf(nameof(IsInt))] + [Tooltip("变量尚未被玩家存档覆盖时使用的默认 Int 值。")] + public int intValue; + + [HorizontalGroup("Variable")] + [LabelText("Default")] + [LabelWidth(48)] + [ShowIf(nameof(IsFloat))] + [Tooltip("变量尚未被玩家存档覆盖时使用的默认 Float 值。")] + public float floatValue; + + [HorizontalGroup("Variable")] + [LabelText("Default")] + [LabelWidth(48)] + [ShowIf(nameof(IsString))] + [Tooltip("变量尚未被玩家存档覆盖时使用的默认 String 值。")] + public string stringValue; + + private bool IsBool() => type == StoryVariableType.Bool; + private bool IsInt() => type == StoryVariableType.Int; + private bool IsFloat() => type == StoryVariableType.Float; + private bool IsString() => type == StoryVariableType.String; + } +} diff --git a/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs.meta b/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs.meta new file mode 100644 index 00000000..c272e1d5 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Data/StoryVariableDefinition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8d61a59c6d4a423aae2e04ae3dac5b1a diff --git a/Assets/Scripts/NewStorySystem/Data/StoryVariables.cs b/Assets/Scripts/NewStorySystem/Data/StoryVariables.cs index 5b6a1f46..551875e5 100644 --- a/Assets/Scripts/NewStorySystem/Data/StoryVariables.cs +++ b/Assets/Scripts/NewStorySystem/Data/StoryVariables.cs @@ -5,9 +5,9 @@ using UnityEngine; namespace Ichni.Story { /// - /// 全局剧情变量的统一数据枢纽。 + /// 当前章节剧情变量的统一数据枢纽。 /// 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。 - /// 自动桥接至 GameSaveManager 的 StorySaveModule 中持久化。 + /// 自动桥接至 GameSaveManager 的 StorySaveModule 中当前章节的持久化容器。 /// public static class StoryVariables { @@ -19,7 +19,7 @@ namespace Ichni.Story get { if (GameSaveManager.instance != null && GameSaveManager.instance.StorySaveModule != null) - return GameSaveManager.instance.StorySaveModule.variables; + return GameSaveManager.instance.StorySaveModule.GetActiveChapterVariables(); return _fallback; } } @@ -32,6 +32,17 @@ namespace Ichni.Story 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; + 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 + }; + } return defaultValue; } @@ -41,6 +52,17 @@ namespace Ichni.Story 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); + 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 + }; + } return defaultValue; } @@ -50,6 +72,17 @@ namespace Ichni.Story 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; + 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 + }; + } return defaultValue; } @@ -59,13 +92,25 @@ namespace Ichni.Story 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(); + 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 + }; + } return defaultValue; } public static bool HasVariable(string key) { StoryVariablesSave vars = Variables; - return vars.floatVariables.ContainsKey(key) || vars.boolVariables.ContainsKey(key) || vars.stringVariables.ContainsKey(key); + return vars.floatVariables.ContainsKey(key) || vars.boolVariables.ContainsKey(key) || vars.stringVariables.ContainsKey(key) || + TryGetInitialVariable(key, out _); } // ── 写入 ──────────────────────────────────────────────────────────────── @@ -124,6 +169,20 @@ namespace Ichni.Story if (!keepBool) vars.boolVariables.Remove(name); } + /// + /// 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。 + /// + 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; + } + // ── 字典批量操作(内部供 Yarn Adapter 使用) ───────────────────────────── internal static void SetAllVariables(Dictionary floats, Dictionary strings, Dictionary bools, bool clear = true) diff --git a/Assets/Scripts/NewStorySystem/Dialogue/ConsoleLinePresenter.cs b/Assets/Scripts/NewStorySystem/Dialogue/ConsoleLinePresenter.cs index 5a82624d..86d8a3ba 100644 --- a/Assets/Scripts/NewStorySystem/Dialogue/ConsoleLinePresenter.cs +++ b/Assets/Scripts/NewStorySystem/Dialogue/ConsoleLinePresenter.cs @@ -7,7 +7,7 @@ namespace Ichni.Story.Dialogue /// 【临时 / 调试用】将 Yarn 对话行以"本地化后的文本"输出到 Console 的呈现器。 /// 用途:在没有 VN 对话 UI 的情况下,验证整条 Yarn 管线是否跑通,以及 /// Unity Localization 是否正确返回当前语言的文本(点击文本块即可在 Console 看到结果)。 - /// 阶段 3 接入 VNDialoguePresenter 后,可从 DialogueRunner 的呈现器列表移除本组件并删除此脚本。 + /// 正式运行使用 VNDialoguePresenter;本组件只应在需要观察本地化解析结果时临时启用。 /// public class ConsoleLinePresenter : DialoguePresenterBase { diff --git a/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs b/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs new file mode 100644 index 00000000..cfab7caa --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs @@ -0,0 +1,56 @@ +using System; +using System.Collections.Generic; + +namespace Ichni.Story.Dialogue +{ + /// 对话记录中一条已经实际显示或采用的内容。 + [Serializable] + public sealed class DialogueHistoryEntry + { + public string speakerName; + public string content; + public bool isChoice; + } + + /// + /// 当前一次 TextBlock 对话专用的临时记录。 + /// 记录不会写入 ES3;开始下一次对话、正常结束或点击 Back 取消时都会清空, + /// 因而它只承担 DialogUIPage 内的“本次对话回顾”职责。 + /// + public static class DialogueHistory + { + private static readonly List EntriesInternal = new(); + + public static IReadOnlyList Entries => EntriesInternal; + + public static void BeginSession() => EntriesInternal.Clear(); + + public static void AddLine(string speakerName, string content) + { + if (string.IsNullOrWhiteSpace(content)) + return; + + EntriesInternal.Add(new DialogueHistoryEntry + { + speakerName = speakerName ?? string.Empty, + content = content, + isChoice = false + }); + } + + public static void AddChoice(string content) + { + if (string.IsNullOrWhiteSpace(content)) + return; + + EntriesInternal.Add(new DialogueHistoryEntry + { + speakerName = string.Empty, + content = content, + isChoice = true + }); + } + + public static void Clear() => EntriesInternal.Clear(); + } +} diff --git a/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs.meta b/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs.meta new file mode 100644 index 00000000..c7cdbe38 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Dialogue/DialogueHistory.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fd7c83e0353e4fb7b912fb9996f64738 diff --git a/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs b/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs new file mode 100644 index 00000000..3a33452b --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs @@ -0,0 +1,86 @@ +using System; +using System.Linq; +using Yarn.Unity; + +namespace Ichni.Story.Dialogue +{ + /// + /// Yarn 选项的章节内记忆服务。 + /// 玩家第一次完成某组选项后,保存其 ;再次进入同一 TextBlock 时, + /// 若该选项仍存在且可用,则不显示选择 UI,直接返回该 Option 给 Yarn。 + /// 记录随 Timeline 回滚快照一起恢复,因此回滚到选项之前会让玩家重新选择。 + /// + public static class StoryChoiceMemory + { + /// + /// 根据来源 Block 与当前全部 Option Text ID 生成选项组 Key。 + /// Text ID 已由 Yarn 编译结果稳定生成;排序使纯显示顺序调整不会把同一组选项误认为新选项组。 + /// + public static string CreateChoiceKey(string sourceBlockId, DialogueOption[] options) + { + if (string.IsNullOrWhiteSpace(sourceBlockId) || options == null || options.Length == 0 || + options.Any(option => option == null || string.IsNullOrWhiteSpace(option.TextID))) + { + return null; + } + + string optionSignature = string.Join("|", options + .Select(option => option.TextID) + .OrderBy(textId => textId, StringComparer.Ordinal)); + return sourceBlockId + "::" + optionSignature; + } + + /// + /// 查找已保存的选项。若 Yarn 改稿后旧 Text ID 已不存在或暂时不可用, + /// 会删除陈旧记录并回退为普通选择界面,避免自动选择错误路线。 + /// + public static bool TryGetRememberedOption(string sourceBlockId, DialogueOption[] options, + out DialogueOption rememberedOption) + { + rememberedOption = null; + StoryTreeController treeController = StoryManager.instance?.treeController; + StorySaveModule saveModule = GameSaveManager.instance?.StorySaveModule; + string choiceKey = CreateChoiceKey(sourceBlockId, options); + if (treeController == null || saveModule == null || string.IsNullOrEmpty(treeController.ActiveChapterIndex) || + string.IsNullOrEmpty(choiceKey)) + { + return false; + } + + if (!saveModule.TryGetChoice(treeController.ActiveChapterIndex, choiceKey, out StoryChoiceRecord record)) + return false; + + rememberedOption = options.FirstOrDefault(option => option != null && option.IsAvailable && + option.TextID == record.selectedOptionTextId); + if (rememberedOption != null) + return true; + + saveModule.RemoveChoice(treeController.ActiveChapterIndex, choiceKey); + return false; + } + + /// + /// 保存玩家首次确认的选项。调用时先捕获所属 Block 的 Marker 快照, + /// 保证该选项及其随后写入的路线变量都能被重开流程一起回滚。 + /// + public static void RememberChoice(string sourceBlockId, DialogueOption[] options, DialogueOption selectedOption) + { + StoryTreeController treeController = StoryManager.instance?.treeController; + StorySaveModule saveModule = GameSaveManager.instance?.StorySaveModule; + string choiceKey = CreateChoiceKey(sourceBlockId, options); + if (treeController == null || saveModule == null || selectedOption == null || + string.IsNullOrEmpty(treeController.ActiveChapterIndex) || string.IsNullOrEmpty(choiceKey)) + { + return; + } + + StoryProgress.TryCaptureActiveBlockSnapshot(); + saveModule.SetChoice(treeController.ActiveChapterIndex, new StoryChoiceRecord + { + sourceBlockId = sourceBlockId, + choiceKey = choiceKey, + selectedOptionTextId = selectedOption.TextID + }); + } + } +} diff --git a/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs.meta b/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs.meta new file mode 100644 index 00000000..749d1f10 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Dialogue/StoryChoiceMemory.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d73ac4c0c2034a04a7e701a64a3f8dd9 diff --git a/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs b/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs index 31242515..673c1830 100644 --- a/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs +++ b/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs @@ -3,6 +3,7 @@ using System.Reflection; using Ichni.Story.UI; using UnityEngine; using UnityEngine.Events; +using UnityEngine.Localization; using Yarn.Unity; using Yarn.Unity.UnityLocalization; @@ -11,7 +12,7 @@ namespace Ichni.Story.Dialogue /// /// 故事树 block 与 Yarn 之间的桥接控制器。 /// 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、 - /// 重算解锁并存档、依次执行结束回调(如歌曲解锁提示,阶段 4 使用)。 + /// 重算解锁并存档、依次执行结束回调(例如歌曲解锁提示)。 /// public class StoryDialogueController : MonoBehaviour { @@ -24,21 +25,66 @@ namespace Ichni.Story.Dialogue [Tooltip("故事树页面:对话进行时淡出、结束后淡入(可选)。")] public StoryUIPage storyUIPage; + [Header("Localization")] + [Tooltip("所有章节 Yarn 台词共用的 Unity Localization String Table(建议命名 YarnLines)。留空时保留当前 UnityLocalisedLineProvider 的既有表配置。")] + public LocalizedStringTable yarnLinesTable; + /// - /// 对话结束后依次执行并清空的回调队列。供 unlock_song 等 Yarn 命令(阶段 4) + /// 对话结束后依次执行并清空的回调队列。供 unlock_song 等 Yarn 命令 /// 把"解锁提示"排队到对话结束后弹出。 /// - [System.NonSerialized] public List dialogueEndActions = new List(); + private readonly List _dialogueEndActions = new List(); // 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; + // 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; + + /// + /// 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。 + /// + public string ActiveBlockId => _activeBlockId; + + /// + /// 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。 + /// + public bool IsDialogueTransactionActive => + !string.IsNullOrEmpty(_activeBlockId) && + GameSaveManager.instance?.StorySaveModule?.IsChapterTransactionActive(_activeDialogueChapterIndex) == true; + private void Awake() { instance = this; EnsureUnityLocalisedLineProvider(); } + 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 DialogueRunner;TextBlock 无法启动对话。", this); + return; + } + + if (dialogueRunner.GetComponent() == null) + Debug.LogWarning("[StoryDialogueController] DialogueRunner 缺少 VNDialoguePresenter;台词和选项不会显示。", dialogueRunner); + + if (dialogueRunner.GetComponent() == 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); + } + private void OnEnable() { if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null) @@ -51,6 +97,12 @@ namespace Ichni.Story.Dialogue dialogueRunner.onDialogueComplete.RemoveListener(HandleDialogueComplete); } + private void OnDestroy() + { + if (instance == this) + instance = null; + } + /// /// 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。 /// @@ -79,13 +131,106 @@ namespace Ichni.Story.Dialogue // 将 DialogueRunner 的 YarnProject 对齐到当前章节(支持多章节共用一个 Runner) EnsureProjectForCurrentChapter(); + // 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)) + { + Debug.LogError($"[StoryDialogueController] Yarn Project 中不存在节点 '{block.YarnNodeName}',已取消启动 Block '{block.blockId}'。", dialogueRunner); + 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; + } + _activeBlockId = block.blockId; + // 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); if (storyUIPage != null) storyUIPage.FadeOut(); - // StartDialogue 返回 YarnTask;此处即发即忘,完成由 onDialogueComplete 处理 - dialogueRunner.StartDialogue(block.YarnNodeName).Forget(); + // 启动异常会回滚本次章节事务;正常结束仍由 onDialogueComplete 统一提交。 + StartDialogueSafely(block.YarnNodeName).Forget(); + } + + /// + /// 以受保护方式启动 Yarn。缺失 Provider、Presenter 等启动级异常不应让 StorySave 的事务永久处于活动状态, + /// 因而会被转换为 Failed 流程并完整恢复进入对话前的章节快照。 + /// + private async YarnTask StartDialogueSafely(string yarnNodeName) + { + try + { + await dialogueRunner.StartDialogue(yarnNodeName); + } + catch (System.Exception exception) + { + Debug.LogException(exception, dialogueRunner); + // 启动阶段可能已经让部分 Presenter 进入展示状态;先请求停止,再立即清理事务。 + // 后续若收到 Runner 的完成事件,会因 activeBlockId 已被清空而被安全忽略。 + if (dialogueRunner != null && dialogueRunner.IsDialogueRunning) + { + dialogueRunner.GetComponent()?.CancelCurrentPresentation(); + dialogueRunner.Stop().Forget(); + } + RestoreInterruptedDialogue("启动 Yarn 对话失败"); + } + } + + /// + /// 取消当前 TextBlock 对话并恢复进入前的章节剧情快照。 + /// Yarn 的 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。 + /// + public bool CancelActiveDialogue() + { + if (_isCancellingDialogue || string.IsNullOrEmpty(_activeBlockId) || + dialogueRunner == null || !dialogueRunner.IsDialogueRunning) + { + return false; + } + + _isCancellingDialogue = true; + _dialogueEndActions.Clear(); + dialogueRunner.GetComponent()?.CancelCurrentPresentation(); + dialogueRunner.Stop().Forget(); + return true; + } + + /// + /// 将一个全局副作用排入“本次 TextBlock 成功提交后”执行的队列。 + /// 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。 + /// + public void ExecuteAfterDialogueCommit(UnityAction action) + { + if (action == null) + return; + + if (IsDialogueTransactionActive) + { + _dialogueEndActions.Add(action); + return; + } + + action.Invoke(); } // 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) @@ -115,16 +260,25 @@ namespace Ichni.Story.Dialogue if (field == null) return; - // 已经是 UnityLocalisedLineProvider 则无需处理 - if (field.GetValue(dialogueRunner) is UnityLocalisedLineProvider) return; - - UnityLocalisedLineProvider provider = - dialogueRunner.GetComponent(); + UnityLocalisedLineProvider provider = field.GetValue(dialogueRunner) as UnityLocalisedLineProvider; + provider ??= dialogueRunner.GetComponent(); if (provider != null) { - field.SetValue(dialogueRunner, provider); - Debug.Log("[StoryDialogueController] Assigned UnityLocalisedLineProvider to DialogueRunner.lineProvider."); + if (field.GetValue(dialogueRunner) != provider) + { + field.SetValue(dialogueRunner, provider); + Debug.Log("[StoryDialogueController] Assigned UnityLocalisedLineProvider to DialogueRunner.lineProvider."); + } + + // Yarn 的 Localized Line Provider 本身只持有一个 String Table 引用;统一使用 YarnLines + // 可避免在切换章节时依赖反射替换不同表。未配置时不覆盖旧场景,便于分步迁移现有 Chapter0_Lines。 + if (yarnLinesTable != null && !yarnLinesTable.IsEmpty) + { + FieldInfo tableField = typeof(UnityLocalisedLineProvider).GetField( + "stringsTable", BindingFlags.NonPublic | BindingFlags.Instance); + tableField?.SetValue(provider, yarnLinesTable); + } } else { @@ -134,24 +288,35 @@ namespace Ichni.Story.Dialogue private void HandleDialogueComplete() { - // 持久化对话过程中写入的全局剧情变量 - if (GameSaveManager.instance != null && GameSaveManager.instance.StorySaveModule != null) - GameSaveManager.instance.StorySaveModule.SaveVariables(); + // 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; - // 标记 block 完成 → 重算解锁 → 存档(OnBlockCompleted 内部已去重并保存章节进度) + 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)。 if (!string.IsNullOrEmpty(_activeBlockId) && StoryManager.instance != null && StoryManager.instance.treeController != null) { StoryManager.instance.treeController.OnBlockCompleted(_activeBlockId); } + StoryProgress.EndBlockMutation(_activeBlockId); _activeBlockId = null; + // 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(); + // 依次执行并清空结束回调(如歌曲解锁提示) - if (dialogueEndActions.Count > 0) + if (_dialogueEndActions.Count > 0) { - List pending = new List(dialogueEndActions); - dialogueEndActions.Clear(); + List pending = new List(_dialogueEndActions); + _dialogueEndActions.Clear(); foreach (UnityAction action in pending) { action?.Invoke(); @@ -164,6 +329,50 @@ namespace Ichni.Story.Dialogue { storyUIPage.FadeIn(); } + + DialogueHistory.Clear(); + } + + /// + /// 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。 + /// + private void RestoreCancelledDialogue() + { + RestoreInterruptedDialogue("玩家中途退出对话"); + } + + /// + /// 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。 + /// + 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; } } } diff --git a/Assets/Scripts/NewStorySystem/Dialogue/VNDialoguePresenter.cs b/Assets/Scripts/NewStorySystem/Dialogue/VNDialoguePresenter.cs index db6a390d..ea8037dc 100644 --- a/Assets/Scripts/NewStorySystem/Dialogue/VNDialoguePresenter.cs +++ b/Assets/Scripts/NewStorySystem/Dialogue/VNDialoguePresenter.cs @@ -94,6 +94,13 @@ namespace Ichni.Story.Dialogue public override async YarnTask OnDialogueStartedAsync() { + // 快进是一次 Yarn 对话会话的临时操作,绝不能遗留到下一次进入 TextBlock。 + _isFastForwarding = false; + _typewriterComplete = false; + + // 对话记录只保留当前一次 TextBlock;每次 Yarn 对话真正开始时清空上一段残留内容。 + DialogueHistory.BeginSession(); + if (Page != null) { var tcs = new YarnTaskCompletionSource(); @@ -119,6 +126,8 @@ namespace Ichni.Story.Dialogue // ── 打字效果 ── string fullText = line.TextWithoutCharacterName.Text; + // 记录的是本次实际展示时已经解析完成的本地化文本,而非 Yarn Key。 + DialogueHistory.AddLine(line.CharacterName, fullText); _typewriterComplete = false; if (Page.dialogueText != null) @@ -163,6 +172,16 @@ namespace Ichni.Story.Dialogue { if (Page == null) return null; + // 同一 TextBlock 的选项已被玩家选择过时,直接把原 Option 返回给 Yarn, + // 让后续指令和分支仍由 Yarn 正常执行,而不是在 C# 中复制分支逻辑。 + string sourceBlockId = StoryDialogueController.instance?.ActiveBlockId; + if (StoryChoiceMemory.TryGetRememberedOption(sourceBlockId, options, out DialogueOption rememberedOption)) + { + // 已记忆选项在普通回顾与快进时都会自动采用;记录页仍应如实显示本次经过的分支。 + DialogueHistory.AddChoice(rememberedOption.Line.TextWithoutCharacterName.Text); + return rememberedOption; + } + // 遇到选项强制打断快进 _isFastForwarding = false; @@ -173,9 +192,12 @@ namespace Ichni.Story.Dialogue // 显示选项容器 if (Page.choiceFrame != null) Page.choiceFrame.SetActive(true); - _optionTcs = new YarnTaskCompletionSource(); + YarnTaskCompletionSource optionTcs = new YarnTaskCompletionSource(); + _optionTcs = optionTcs; - WaitForExternalCancelAsync(token.NextContentToken).Forget(); + // 将本组选项自己的 TCS 传入取消监听,避免上一组选项的 Token 在稍后取消时 + // 错误结束下一组选项。_optionTcs 只用于外部 Back 流程定位当前正在等待的选择。 + WaitForExternalCancelAsync(token.NextContentToken, optionTcs).Forget(); // ── 配置每个选项按钮 ── for (int i = 0; i < Page.choiceButtons.Length; i++) @@ -183,13 +205,24 @@ namespace Ichni.Story.Dialogue if (Page.choiceButtons[i] == null) continue; if (i < options.Length) - Page.choiceButtons[i].Setup(options[i], opt => _optionTcs.TrySetResult(opt)); + { + Page.choiceButtons[i].Setup(options[i], opt => + { + // 先写入选项记忆,再结束异步等待;这样即使紧接着 Yarn 修改路线变量, + // Timeline 快照也仍然代表“本组选择之前”的状态。 + StoryChoiceMemory.RememberChoice(sourceBlockId, options, opt); + DialogueHistory.AddChoice(opt.Line.TextWithoutCharacterName.Text); + optionTcs.TrySetResult(opt); + }); + } else Page.choiceButtons[i].Cleanup(); } // ── 等待玩家选择 ── - DialogueOption? selected = await _optionTcs.Task; + DialogueOption? selected = await optionTcs.Task; + if (_optionTcs == optionTcs) + _optionTcs = null; // 清理所有按钮并隐藏选项容器 foreach (ChoiceButton btn in Page.choiceButtons) @@ -202,6 +235,10 @@ namespace Ichni.Story.Dialogue public override async YarnTask OnDialogueCompleteAsync() { + // 无论正常完成还是被 StoryDialogueController 通过 Stop 取消,都要结束本次快进状态。 + _isFastForwarding = false; + _typewriterComplete = true; + if (Page != null) { var tcs = new YarnTaskCompletionSource(); @@ -210,10 +247,48 @@ namespace Ichni.Story.Dialogue } } + /// + /// 打开对话记录前的 UI 收束操作。 + /// 停止自动快进,并补全当前正在打字的一句,但绝不请求下一句, + /// 因而 History 覆盖层打开期间不会改变 Yarn 的剧情进度。 + /// + public void PrepareForHistory() + { + _isFastForwarding = false; + + if (!_typewriterComplete && _runner != null) + _runner.RequestHurryUpLine(); + } + + /// + /// 为 DialogUIPage 的 Back 取消流程收起所有临时交互。 + /// 真正终止 Yarn 和恢复章节快照由 负责; + /// 本方法不写入任何剧情变量或选项。 + /// + public void CancelCurrentPresentation() + { + _isFastForwarding = false; + _typewriterComplete = true; + _optionTcs?.TrySetResult(null); + + if (Page == null) + return; + + foreach (ChoiceButton button in Page.choiceButtons) + button?.Cleanup(); + + if (Page.choiceFrame != null) + Page.choiceFrame.SetActive(false); + } + // ── 内部方法 ───────────────────────────────────────────────────────────── private void OnAdvanceButtonClicked() { + // 未记忆选项必须由 ChoiceButton 明确选择;推进按钮不能越过当前选择。 + if (_optionTcs != null) + return; + // 如果玩家在快进时点击屏幕/推进键,则打断快进状态并停止当前动作 if (_isFastForwarding) { @@ -231,6 +306,10 @@ namespace Ichni.Story.Dialogue private void OnFastForwardButtonClicked() { + // 快进可以跨过已经记忆的选项,但不能跳过正在等待玩家首次决定的选项。 + if (_optionTcs != null) + return; + _isFastForwarding = true; if (_runner == null) return; @@ -263,10 +342,12 @@ namespace Ichni.Story.Dialogue } } - private async YarnTask WaitForExternalCancelAsync(CancellationToken externalToken) + private static async YarnTask WaitForExternalCancelAsync( + CancellationToken externalToken, + YarnTaskCompletionSource optionTcs) { await YarnTask.WaitUntilCanceled(externalToken).SuppressCancellationThrow(); - _optionTcs?.TrySetResult(null); + optionTcs.TrySetResult(null); } } } diff --git a/Assets/Scripts/NewStorySystem/Editor.meta b/Assets/Scripts/NewStorySystem/Editor.meta new file mode 100644 index 00000000..e6e9d6ff --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc2195a6a842d2044a7087f3e7fc63e1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NewStorySystem/Helper.meta b/Assets/Scripts/NewStorySystem/Helper.meta new file mode 100644 index 00000000..40becee6 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Helper.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 212db2c9a00528745af80a8df649d4d7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs b/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs new file mode 100644 index 00000000..4a290c76 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Ichni.Story +{ + /// + /// 当前阶段使用 显示静态 Helper 插画的 Presenter。 + /// 若 StoryHelperData 未配置 portraitSprite,则保留场景中已有的 Sprite 作为回退, + /// 方便在视觉资源尚未完全迁移时继续工作。 + /// + public class StaticStoryHelperVisualPresenter : StoryHelperVisualPresenter + { + [SerializeField, Tooltip("用于显示当前 Helper 静态立绘的 Image。")] + private Image portraitImage; + + public override void ApplyHelper(StoryHelperData helperData) + { + if (portraitImage == null || helperData == null || helperData.portraitSprite == null) + return; + + // 不调用 SetNativeSize:Helper 的实际 UI 尺寸由场景布局统一控制。 + portraitImage.sprite = helperData.portraitSprite; + } + } +} diff --git a/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs.meta b/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs.meta new file mode 100644 index 00000000..506ff4a4 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Helper/StaticStoryHelperVisualPresenter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c31f8bd5e6ca44399645c4f7cb21e0ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/NewStorySystem/Helper/StoryHelperController.cs b/Assets/Scripts/NewStorySystem/Helper/StoryHelperController.cs new file mode 100644 index 00000000..67142e94 --- /dev/null +++ b/Assets/Scripts/NewStorySystem/Helper/StoryHelperController.cs @@ -0,0 +1,386 @@ +using System; +using System.Collections.Generic; +using DG.Tweening; +using UnityEngine; +using UnityEngine.Localization.Settings; +using UnityEngine.UI; + +namespace Ichni.Story +{ + /// + /// 场景中常驻 Helper 的交互控制器。 + /// 点击后会按剧情条件筛选并加权随机抽取一条台词,实例化 HelperTalk Prefab 显示; + /// 此过程不修改剧情变量、Block 完成状态或存档。 + /// + [RequireComponent(typeof(Button))] + public class StoryHelperController : MonoBehaviour + { + [Header("References")] + [SerializeField, Tooltip("承接 Helper 点击的 Button。建议挂在固定根节点,而非会移动的视觉节点上。")] + private Button helperButton; + + [SerializeField, Tooltip("当前 Helper 的视觉 Presenter。未来可替换为 Spine 或 Live2D 对应实现。")] + private StoryHelperVisualPresenter visualPresenter; + + [SerializeField, Tooltip("点击后实例化的 HelperTalk Prefab。它独立于 MessageBox。")] + private StoryHelperTalk helperTalkPrefab; + + [SerializeField, Tooltip("运行时 HelperTalk 的父节点。留空时使用当前 Helper 根节点。")] + private Transform helperTalkContainer; + + [Header("Motion Roots")] + [SerializeField, Tooltip("只承担循环漂浮动画的节点。")] + private RectTransform idleRoot; + + [SerializeField, Tooltip("只承担点击反馈的节点。它应位于 Idle Root 内部,避免与循环漂浮争夺同一属性。")] + private RectTransform clickRoot; + + [Header("Idle Animation")] + [SerializeField, Min(0f), Tooltip("循环漂浮的最大纵向偏移(Canvas 单位)。")] + private float idleFloatDistance = 8f; + + [SerializeField, Min(0.05f), Tooltip("从基准位置移动到最高点或最低点的单程时间。")] + private float idleHalfDuration = 1.35f; + + [Header("Click Animation")] + [SerializeField, Min(0.01f), Tooltip("点击缩放与位移反馈持续时间。")] + private float clickPunchDuration = 0.2f; + + [SerializeField, Min(0f), Tooltip("点击时的缩放强度;0.035 表示约 3.5% 的轻微放大。")] + private float clickPunchScale = 0.035f; + + [SerializeField, Min(0f), Tooltip("点击时的纵向位移反馈(Canvas 单位)。")] + private float clickPunchOffset = 5f; + + [SerializeField, Min(0f), Tooltip("连续点击的最小间隔,防止重复实例化大量气泡。")] + private float clickCooldown = 0.3f; + + private readonly List _eligibleDialogues = new(); + + private Sequence _idleSequence; + private Sequence _clickSequence; + private StoryHelperTalk _activeTalk; + private Vector2 _idleBasePosition; + private Vector2 _clickBasePosition; + private Vector3 _clickBaseScale; + private string _lastDialogueId; + private StoryHelperData _appliedHelperData; + private StoryManager _subscribedStoryManager; + private float _nextClickTime; + + private void Awake() + { + if (helperButton == null) + helperButton = GetComponent