224 lines
9.2 KiB
C#
224 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Ichni.Story
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{
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/// <summary>
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/// Block 在故事树中的状态:已锁定、当前可交互、已完成。
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/// </summary>
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public enum StoryBlockState
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{
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Locked,
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Current,
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Completed,
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Forbidden
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}
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/// <summary>
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/// Block 的类型,决定点击后触发的行为。
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/// </summary>
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public enum StoryBlockType
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{
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Text,
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Song,
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Tutorial
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}
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/// <summary>
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/// 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,
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/// 不会自行改变 Block 的解锁条件或 Yarn 执行逻辑。
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/// </summary>
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public enum TextBlockImportance
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{
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Important,
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Secondary
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}
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/// <summary>
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/// 变量条件的比较方式。
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/// </summary>
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public enum VariableComparison
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{
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Equal,
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NotEqual,
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Greater,
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GreaterOrEqual,
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Less,
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LessOrEqual
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}
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/// <summary>
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/// 故事树中单个 block 的完整数据定义,由 <see cref="StoryData"/> 持有。
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/// </summary>
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[InlineProperty]
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[Serializable]
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public class StoryBlockDefinition
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{
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[FoldoutGroup("$blockId", false)]
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[LabelText("Block ID")]
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public string blockId;
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[FoldoutGroup("$blockId")]
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[LabelText("Type")]
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public StoryBlockType blockType;
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[FoldoutGroup("$blockId")]
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[LabelText("Grid Column")]
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[Tooltip("故事树网格中的列:向右为正,(0,0) 位于容器左侧中部。可为负数与小数(用于微调)。")]
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public float gridColumn;
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[FoldoutGroup("$blockId")]
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[LabelText("Grid Row")]
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[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)。")]
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public float gridRow;
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[FoldoutGroup("$blockId")]
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[LabelText("Next Block IDs")]
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public List<string> nextBlockIds = new List<string>();
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[FoldoutGroup("$blockId")]
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[LabelText("Unlock Condition")]
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[InfoBox("留空表示无条件解锁(章节起始即可用)。")]
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public StoryCondition unlockCondition = new StoryCondition();
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/// <summary>
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/// 用于禁用当前 Block 的可选条件。它与解锁条件共用同一种通用条件树,
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/// 因而可直接使用剧情变量、Block 完成状态及 AND / OR / NOT 组合。
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/// 条件满足时,该 Block 的状态固定为 Forbidden,且优先于 Completed / Current / Locked。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[LabelText("Forbidden Condition")]
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[InfoBox("可选。留空表示此 Block 不会被条件禁用;满足时显示为 Forbidden 且不可点击。")]
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public StoryCondition forbiddenCondition = new StoryCondition();
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// ── Text Block ──────────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Text)]
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[LabelText("Yarn Node Name")]
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public string yarnNodeName;
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Text)]
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[LabelText("Title Key (Localization)")]
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public string titleKey;
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/// <summary>
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/// TextBlock 的视觉和叙事层级。Important 用于主线转折与后续 checkpoint;
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/// Secondary 用于支线或补充剧情。默认 Important,以保持现有 TextBlock 的呈现语义。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Text)]
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[LabelText("Text Importance")]
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public TextBlockImportance textImportance = TextBlockImportance.Important;
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// ── Song Block ──────────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Song)]
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[LabelText("Song Name (Stable ID)")]
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[InfoBox("对应 ChapterSelectionUnit 中 SongItemData.songName 的稳定歌曲标识。它用于查找歌曲资料与进入选曲,不能填写 displaySongName、翻译文本或作曲者名称。")]
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public string songName;
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/// <summary>
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/// 插画在 SongBlock 的 Mask 中使用的实际本地 Y 坐标。SongBlock 的 Illustration 固定为 400 x 225,
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/// Mask 可视区域固定为当前 Prefab 的尺寸;在不露出上下空白的前提下,安全范围为 -74.25 到 74.25。
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/// 该值是最终坐标而非偏移量:0 表示居中,负值向下移动,正值向上移动。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Song)]
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[LabelText("Illustration Local Y")]
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[Range(-74.25f, 74.25f)]
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[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。")]
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public float illustrationLocalY;
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// ── Tutorial Block ──────────────────────────────────────────────────────
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Tutorial)]
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[LabelText("Tutorial Name")]
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public string tutorialName;
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/// <summary>
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/// 教程曲目在 <see cref="Ichni.Menu.TutorialCollection"/> 中的稳定 Key。
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/// 只用于运行时查找,不使用展示名称或章节名称作为逻辑匹配条件。
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/// 命名统一使用小写英文、数字和下划线,例如 <c>chapter0_intro</c>。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Tutorial)]
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[LabelText("Tutorial Key")]
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public string tutorialKey;
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/// <summary>
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/// 教程被玩家选择“游玩”或“跳过”后写入的全局剧情变量。
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/// 后续 Block 应通过 <see cref="VariableCondition"/> 检查该变量是否等于 1 来解锁。
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/// 命名统一使用小写英文、数字和下划线,例如
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/// <c>story_tutorial_chapter0_intro_resolved</c>。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Tutorial)]
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[LabelText("Progress Variable")]
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public string tutorialProgressVariable;
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/// <summary>
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/// 要启动的教程难度的稳定存档 ID,对应 <see cref="Ichni.Menu.DifficultyData.saveDifficultyId"/>。
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/// 不使用难度列表下标,避免调整难度排列后教程进入错误谱面。
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/// </summary>
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[FoldoutGroup("$blockId")]
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[ShowIf("blockType", StoryBlockType.Tutorial)]
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[LabelText("Tutorial Difficulty Save ID")]
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public int tutorialDifficultySaveId = -1;
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/// <summary>
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/// 预览 / 调试用的显示标题:按类型取对应字段,缺省时回退到 blockId。
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/// </summary>
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public string GetDisplayTitle()
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{
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string title = blockType switch
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{
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StoryBlockType.Text => titleKey,
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StoryBlockType.Song => songName,
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StoryBlockType.Tutorial => tutorialName,
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_ => null
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};
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return string.IsNullOrEmpty(title) ? blockId : title;
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}
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}
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/// <summary>
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/// 通用剧情条件容器。以一棵可组合的条件树(<see cref="StoryConditionNode"/>)表达,
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/// 支持“与 / 或 / 非 + 叶子条件”的任意嵌套。
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/// <para>该类型不限定用途,可用于 Block 的解锁、禁用、Helper 对话筛选等所有剧情判断。</para>
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/// <para>根节点为空表示“未配置条件”,其是否视为通过由调用方根据业务语义决定;
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/// 例如 unlockCondition 留空即允许,而 forbiddenCondition 留空即不禁用。</para>
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/// </summary>
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[InlineProperty]
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[Serializable]
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public class StoryCondition
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{
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[HideLabel]
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[SerializeReference]
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[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。")]
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public StoryConditionNode root;
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/// <summary>
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/// 当前容器是否已配置实际条件。
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/// </summary>
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public bool IsConfigured => root != null;
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/// <summary>
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/// 检查已配置条件是否满足。根节点为空时返回 false;调用方应结合
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/// <see cref="IsConfigured"/> 决定“未配置条件”的业务含义。
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/// </summary>
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/// <param name="getVariable">按变量名返回其整型值的委托。</param>
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/// <param name="isBlockCompleted">按 blockId 判断该 block 是否已完成的委托。</param>
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public bool IsSatisfied(Func<string, int> getVariable, Func<string, bool> isBlockCompleted)
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{
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return root != null && root.Evaluate(getVariable, isBlockCompleted);
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}
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}
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}
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