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 { /// /// 单个章节的故事树数据,以 ScriptableObject 形式存储所有 block 定义与关联资产引用。 /// 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 { [LabelText("Chapter Index")] public string chapterIndex; [LabelText("Yarn Project")] [InfoBox("该章节对应的 YarnProject 编译资产,阶段 2 接线。")] public YarnProject yarnProject; [LabelText("Blocks")] [ListDrawerSettings(ShowFoldout = true, DefaultExpandedState = false, DraggableItems = true, ShowItemCount = true)] public List blocks = new List(); /// /// 章节顶部 Timeline 的静态标记定义。 /// 标记的横向位置始终由 指向的 /// Block 的 gridColumn 推导,不在这里重复保存坐标,避免剧情树与 Timeline 脱节。 /// [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。")] public List timelineMarkers = new List(); // ── Queries ───────────────────────────────────────────────────────────── /// /// 根据 blockId 获取 block 定义,未找到时返回 null。 /// public StoryBlockDefinition GetBlock(string blockId) { foreach (StoryBlockDefinition block in blocks) { if (block.blockId == blockId) return block; } return null; } /// /// 获取指定 blockId 的所有直接后继 block 定义。 /// public IEnumerable GetNextBlocks(string blockId) { StoryBlockDefinition source = GetBlock(blockId); if (source == null) yield break; foreach (string nextId in source.nextBlockIds) { StoryBlockDefinition next = GetBlock(nextId); if (next != null) yield return next; } } // ── 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 } }