379 lines
17 KiB
C#
379 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using Ichni.Story.UI;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Localization;
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using Yarn.Unity;
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using Yarn.Unity.UnityLocalization;
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namespace Ichni.Story.Dialogue
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{
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/// <summary>
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/// 故事树 block 与 Yarn <see cref="DialogueRunner"/> 之间的桥接控制器。
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/// <para>点击文本块 → 启动对应 Yarn 节点;对话结束 → 持久化剧情变量、标记 block 完成、
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/// 重算解锁并存档、依次执行结束回调(例如歌曲解锁提示)。</para>
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/// </summary>
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public class StoryDialogueController : MonoBehaviour
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{
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public static StoryDialogueController instance;
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[Header("References")]
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[Tooltip("驱动 Yarn 对话的 DialogueRunner。")]
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public DialogueRunner dialogueRunner;
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[Tooltip("故事树页面:对话进行时淡出、结束后淡入(可选)。")]
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public StoryUIPage storyUIPage;
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[Header("Localization")]
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[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。")]
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public LocalizedStringTable yarnLinesTable;
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/// <summary>
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/// 对话结束后依次执行并清空的回调队列。供 <c>unlock_song</c> 等 Yarn 命令
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/// 把"解锁提示"排队到对话结束后弹出。
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/// </summary>
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private readonly List<UnityAction> _dialogueEndActions = new List<UnityAction>();
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// 当前正在播放对话的 block id;对话结束时据此标记完成
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private string _activeBlockId;
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// 当前 TextBlock 开始前的章节快照。它只服务于本次“中途退出对话”的恢复,
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// 不会被写入 ES3,也不会影响歌曲成绩、解锁 Key、Settings 或其它章节。
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private ChapterStorySave _activeDialogueSnapshot;
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private string _activeDialogueChapterIndex;
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private bool _isCancellingDialogue;
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/// <summary>
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/// 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,
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/// 不应由其它系统直接赋值。
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/// </summary>
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public string ActiveBlockId => _activeBlockId;
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/// <summary>
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/// 当前是否存在尚未提交的 TextBlock 对话事务。
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/// 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,
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/// 从而避免玩家按 Back 时留下已解锁内容或孤立弹窗。
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/// </summary>
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public bool IsDialogueTransactionActive =>
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!string.IsNullOrEmpty(_activeBlockId) &&
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GameSaveManager.instance?.StorySaveModule?.IsChapterTransactionActive(_activeDialogueChapterIndex) == true;
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private void Awake()
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{
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instance = this;
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EnsureUnityLocalisedLineProvider();
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}
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private void Start()
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{
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// 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。
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// 仅输出可定位 Warning,不阻断编辑器下的部分独立测试流程。
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if (dialogueRunner == null)
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{
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Debug.LogWarning("[StoryDialogueController] 未配置 DialogueRunner;TextBlock 无法启动对话。", this);
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return;
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}
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if (dialogueRunner.GetComponent<VNDialoguePresenter>() == null)
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Debug.LogWarning("[StoryDialogueController] DialogueRunner 缺少 VNDialoguePresenter;台词和选项不会显示。", dialogueRunner);
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if (dialogueRunner.GetComponent<UnityLocalisedLineProvider>() == null)
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Debug.LogWarning("[StoryDialogueController] DialogueRunner 缺少 UnityLocalisedLineProvider;本地化台词无法解析。", dialogueRunner);
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if (storyUIPage == null)
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Debug.LogWarning("[StoryDialogueController] 未配置 StoryUIPage;对话开始/结束时不会切换剧情树页面。", this);
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}
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private void OnEnable()
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{
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if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
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dialogueRunner.onDialogueComplete.AddListener(HandleDialogueComplete);
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}
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private void OnDisable()
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{
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if (dialogueRunner != null && dialogueRunner.onDialogueComplete != null)
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dialogueRunner.onDialogueComplete.RemoveListener(HandleDialogueComplete);
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}
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private void OnDestroy()
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{
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if (instance == this)
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instance = null;
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}
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/// <summary>
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/// 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。
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/// </summary>
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public void PlayBlock(TextBlockView block)
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{
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if (block == null) return;
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if (dialogueRunner == null)
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{
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Debug.LogError("[StoryDialogueController] 未配置 DialogueRunner,无法开始对话。");
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return;
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}
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if (dialogueRunner.IsDialogueRunning)
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{
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Debug.LogWarning("[StoryDialogueController] 已有对话在进行中,忽略本次点击。");
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return;
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}
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if (string.IsNullOrEmpty(block.YarnNodeName))
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{
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Debug.LogWarning($"[StoryDialogueController] block '{block.blockId}' 未配置 yarnNodeName,无法开始对话。");
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return;
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}
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// 将 DialogueRunner 的 YarnProject 对齐到当前章节(支持多章节共用一个 Runner)
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EnsureProjectForCurrentChapter();
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// StartDialogue 对缺失 Node 只会在内部抛出/记录错误;必须在开启事务前预检,
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// 否则会留下一个没有机会提交或回滚的半开事务。
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if (dialogueRunner.YarnProject?.Program == null ||
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!dialogueRunner.YarnProject.Program.Nodes.ContainsKey(block.YarnNodeName))
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{
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Debug.LogError($"[StoryDialogueController] Yarn Project 中不存在节点 '{block.YarnNodeName}',已取消启动 Block '{block.blockId}'。", dialogueRunner);
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return;
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}
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StoryTreeController treeController = StoryManager.instance?.treeController;
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StorySaveModule saveModule = GameSaveManager.instance?.StorySaveModule;
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string chapterIndex = treeController?.ActiveChapterIndex;
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if (treeController == null || saveModule == null || string.IsNullOrEmpty(chapterIndex))
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{
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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。");
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return;
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}
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// 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。
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// 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。
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_activeDialogueSnapshot = StorySaveCloneUtility.CloneChapter(saveModule.GetChapter(chapterIndex));
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_activeDialogueChapterIndex = chapterIndex;
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if (!saveModule.BeginChapterTransaction(chapterIndex))
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{
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_activeDialogueSnapshot = null;
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_activeDialogueChapterIndex = null;
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return;
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}
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_activeBlockId = block.blockId;
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// 在 Yarn 命令或选项改变章节变量前先登记来源,并为 Marker 所在列创建快照。
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StoryProgress.BeginBlockMutation(_activeBlockId);
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if (storyUIPage != null)
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storyUIPage.FadeOut();
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// 启动异常会回滚本次章节事务;正常结束仍由 onDialogueComplete 统一提交。
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StartDialogueSafely(block.YarnNodeName).Forget();
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}
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/// <summary>
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/// 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,
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/// 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。
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/// </summary>
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private async YarnTask StartDialogueSafely(string yarnNodeName)
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{
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try
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{
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await dialogueRunner.StartDialogue(yarnNodeName);
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}
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catch (System.Exception exception)
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{
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Debug.LogException(exception, dialogueRunner);
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// 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。
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// 后续若收到 Runner 的完成事件,会因 activeBlockId 已被清空而被安全忽略。
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if (dialogueRunner != null && dialogueRunner.IsDialogueRunning)
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{
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dialogueRunner.GetComponent<VNDialoguePresenter>()?.CancelCurrentPresentation();
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dialogueRunner.Stop().Forget();
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}
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RestoreInterruptedDialogue("启动 Yarn 对话失败");
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}
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}
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/// <summary>
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/// 取消当前 TextBlock 对话并恢复进入前的章节剧情快照。
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/// <para>Yarn 的 <see cref="DialogueRunner.Stop"/> 仍会触发 onDialogueComplete;
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/// 因此此处先标记取消状态,完成回调会走恢复流程而不是误将 Block 标记为 Completed。</para>
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/// </summary>
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public bool CancelActiveDialogue()
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{
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if (_isCancellingDialogue || string.IsNullOrEmpty(_activeBlockId) ||
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dialogueRunner == null || !dialogueRunner.IsDialogueRunning)
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{
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return false;
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}
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_isCancellingDialogue = true;
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_dialogueEndActions.Clear();
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dialogueRunner.GetComponent<VNDialoguePresenter>()?.CancelCurrentPresentation();
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dialogueRunner.Stop().Forget();
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return true;
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}
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/// <summary>
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/// 将一个全局副作用排入“本次 TextBlock 成功提交后”执行的队列。
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/// <para>没有活动对话事务时会立即执行,便于未来在非 TextBlock 环境复用同一批 Yarn 命令。</para>
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/// </summary>
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public void ExecuteAfterDialogueCommit(UnityAction action)
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{
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if (action == null)
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return;
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if (IsDialogueTransactionActive)
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{
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_dialogueEndActions.Add(action);
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return;
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}
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action.Invoke();
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}
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// 将 DialogueRunner 的 YarnProject 切换为当前已构建章节的 StoryData.yarnProject(若不同且未在运行)
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private void EnsureProjectForCurrentChapter()
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{
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StoryTreeController tree = StoryManager.instance != null ? StoryManager.instance.treeController : null;
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StoryData data = tree != null ? tree.ActiveStoryData : null;
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if (data == null || data.yarnProject == null) return;
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if (dialogueRunner.YarnProject != data.yarnProject && !dialogueRunner.IsDialogueRunning)
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dialogueRunner.SetProject(data.yarnProject);
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}
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/// <summary>
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/// DialogueRunner.lineProvider 为 [SerializeReference] internal 字段。
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/// Inspector 的 "Use Unity Localised Line Provider" 按钮有时无法将 MonoBehaviour
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/// 引用正确持久化到该字段;此方法在运行时用反射补救,确保使用正确的 Provider。
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/// </summary>
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private void EnsureUnityLocalisedLineProvider()
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{
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if (dialogueRunner == null) return;
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FieldInfo field = typeof(DialogueRunner).GetField(
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"lineProvider",
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BindingFlags.NonPublic | BindingFlags.Instance);
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if (field == null) return;
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UnityLocalisedLineProvider provider = field.GetValue(dialogueRunner) as UnityLocalisedLineProvider;
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provider ??= dialogueRunner.GetComponent<UnityLocalisedLineProvider>();
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if (provider != null)
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{
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if (field.GetValue(dialogueRunner) != provider)
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{
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field.SetValue(dialogueRunner, provider);
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Debug.Log("[StoryDialogueController] Assigned UnityLocalisedLineProvider to DialogueRunner.lineProvider.");
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}
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// Yarn 的 Localized Line Provider 本身只持有一个 String Table 引用;统一使用 YarnLines
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// 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。
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if (yarnLinesTable != null && !yarnLinesTable.IsEmpty)
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{
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FieldInfo tableField = typeof(UnityLocalisedLineProvider).GetField(
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"stringsTable", BindingFlags.NonPublic | BindingFlags.Instance);
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tableField?.SetValue(provider, yarnLinesTable);
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}
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}
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else
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{
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Debug.LogWarning("[StoryDialogueController] UnityLocalisedLineProvider not found on DialogueRunner's GameObject. Localized line text will be unavailable.");
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}
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}
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private void HandleDialogueComplete()
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{
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// Failed 流程已经清理 activeBlockId 后,底层 Runner 仍可能随后送达完成事件;此时绝不能误提交。
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if (string.IsNullOrEmpty(_activeBlockId))
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return;
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if (_isCancellingDialogue)
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{
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RestoreCancelledDialogue();
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return;
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}
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// 标记 Block 完成 → 重算解锁 → 保存完整章节容器(含变量、选项与回滚快照)。
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if (!string.IsNullOrEmpty(_activeBlockId) &&
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StoryManager.instance != null && StoryManager.instance.treeController != null)
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{
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StoryManager.instance.treeController.OnBlockCompleted(_activeBlockId);
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}
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StoryProgress.EndBlockMutation(_activeBlockId);
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_activeBlockId = null;
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// 所有本次 TextBlock 的变量、选项和完成状态至此才一次性写入 ES3。
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GameSaveManager.instance?.StorySaveModule?.CommitChapterTransaction(_activeDialogueChapterIndex);
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ClearDialogueSessionState();
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// 依次执行并清空结束回调(如歌曲解锁提示)
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if (_dialogueEndActions.Count > 0)
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{
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List<UnityAction> pending = new List<UnityAction>(_dialogueEndActions);
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_dialogueEndActions.Clear();
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foreach (UnityAction action in pending)
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{
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action?.Invoke();
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}
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// MessageUIPage 会在收到第一项消息/选项请求时自行开启统一队列与淡入,
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// 此处不能再次直接 FadeIn,否则会与当前弹窗流程重复播放页面动画。
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}
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if (storyUIPage != null)
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{
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storyUIPage.FadeIn();
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}
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DialogueHistory.Clear();
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}
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/// <summary>
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/// 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,
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/// 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。
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/// </summary>
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private void RestoreCancelledDialogue()
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{
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RestoreInterruptedDialogue("玩家中途退出对话");
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}
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/// <summary>
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/// 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,
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/// 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。
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/// </summary>
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private void RestoreInterruptedDialogue(string reason)
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{
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if (string.IsNullOrEmpty(_activeBlockId))
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return;
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string interruptedBlockId = _activeBlockId;
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string chapterIndex = _activeDialogueChapterIndex;
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StoryTreeController treeController = StoryManager.instance?.treeController;
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Debug.LogWarning($"[StoryDialogueController] {reason},已回滚 TextBlock '{interruptedBlockId}' 的章节剧情事务。");
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StoryProgress.EndBlockMutation(interruptedBlockId);
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GameSaveManager.instance?.StorySaveModule?.RollbackChapterTransaction(
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chapterIndex, _activeDialogueSnapshot);
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treeController?.ReloadActiveChapterProgress();
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_dialogueEndActions.Clear();
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DialogueHistory.Clear();
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_activeBlockId = null;
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ClearDialogueSessionState();
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storyUIPage?.FadeIn();
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}
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private void ClearDialogueSessionState()
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{
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_activeDialogueSnapshot = null;
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_activeDialogueChapterIndex = null;
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_isCancellingDialogue = false;
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}
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}
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}
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