124 lines
4.1 KiB
C#
124 lines
4.1 KiB
C#
using Ichni.Story.Dialogue;
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using Ichni.UI;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Ichni.Story.UI
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{
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/// <summary>
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/// 对话系统专用的 UI 页面容器。
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/// 接管整个对话面板的淡入淡出及交互状态控制,
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/// 将显示生命周期与对话流逻辑 (VNDialoguePresenter) 彻底解耦。
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/// </summary>
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public class DialogUIPage : UIPageBase
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{
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public static DialogUIPage instance;
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[Header("立绘舞台")]
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public VNPortraitStage portraitStage;
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[Header("台词区")]
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public TMPro.TextMeshProUGUI dialogueText;
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public GameObject speakerContainer;
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public TMPro.TextMeshProUGUI speakerText;
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[Header("推进按钮")]
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public UnityEngine.UI.Button advanceButton;
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[Tooltip("点击后自动快进;已记忆选项会自动跨过,遇到需要玩家选择的新选项时停止。")]
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public UnityEngine.UI.Button fastForwardButton;
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[Header("对话辅助功能")]
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[Tooltip("中途退出当前 TextBlock;本次尚未完成的选项、变量和进度会恢复到进入前状态。")]
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[SerializeField] private UnityEngine.UI.Button backButton;
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[Tooltip("打开当前一次 TextBlock 的临时对话记录。")]
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[SerializeField] private UnityEngine.UI.Button showHistoryButton;
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[Tooltip("覆盖在对话上方的记录面板;它不是独立 UIPage。")]
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[SerializeField] private DialogueHistoryPage dialogueHistoryPage;
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[Header("选项区")]
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public GameObject choiceFrame;
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public ChoiceButton[] choiceButtons = new ChoiceButton[4];
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[Header("动态组件")]
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public DialogWheel dialogWheel;
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protected override void Awake()
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{
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base.Awake();
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if (instance == null)
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{
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instance = this;
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}
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else
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{
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Destroy(gameObject);
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return;
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}
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// 默认启动时强制隐藏
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if (mainCanvasGroup != null)
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{
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mainCanvasGroup.alpha = 0f;
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mainCanvasGroup.interactable = false;
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mainCanvasGroup.blocksRaycasts = false;
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mainCanvasGroup.gameObject.SetActive(false);
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}
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}
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private void Start()
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{
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if (backButton != null)
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backButton.onClick.AddListener(OnBackButtonClicked);
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if (showHistoryButton != null)
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showHistoryButton.onClick.AddListener(OnShowHistoryButtonClicked);
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}
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private void OnDestroy()
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{
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if (backButton != null)
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backButton.onClick.RemoveListener(OnBackButtonClicked);
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if (showHistoryButton != null)
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showHistoryButton.onClick.RemoveListener(OnShowHistoryButtonClicked);
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if (instance == this)
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instance = null;
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}
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public void PlayFadeIn(UnityAction onComplete = null)
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{
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FadeIn(0.2f, false, onComplete);
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}
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public void PlayFadeOut(UnityAction onComplete = null)
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{
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FadeOut(0.2f, false, onComplete);
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}
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private void OnBackButtonClicked()
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{
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// History 覆盖层本身会拦截输入;此处额外保护,避免错误配置导致 Back 穿透到底层对话。
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if (dialogueHistoryPage != null && dialogueHistoryPage.IsOpen)
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return;
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StoryDialogueController.instance?.CancelActiveDialogue();
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}
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private void OnShowHistoryButtonClicked()
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{
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if (dialogueHistoryPage == null || dialogueHistoryPage.IsOpen)
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return;
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// 打开记录不会推进 Yarn;仅取消快进并补全正在显示的一句,避免记录与画面不同步。
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StoryDialogueController.instance?.dialogueRunner
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?.GetComponent<VNDialoguePresenter>()
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?.PrepareForHistory();
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dialogueHistoryPage.Open(DialogueHistory.Entries);
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}
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}
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}
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