diff --git a/.agents/skills/source-command-split-commit/SKILL.md b/.agents/skills/source-command-split-commit/SKILL.md new file mode 100644 index 000000000..c80917d6f --- /dev/null +++ b/.agents/skills/source-command-split-commit/SKILL.md @@ -0,0 +1,140 @@ +--- +name: "source-command-split-commit" +description: "将当前未提交改动拆分为多个符合规范的原子提交" +--- + +# source-command-split-commit + +Use this skill when the user asks to run the migrated source command `split-commit`. + +## Command Template + +将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。 + +## 执行流程 + +### Step 1: 前置检查 + +1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt` +2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读 + +### Step 2: 保护分支检查 + +保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`) + +若当前在保护分支,询问用户: +- **A** - 创建 feature 分支后继续拆分(推荐) +- **B** - 转移到新分支后压成单提交 +- **C** - 取消 + +### Step 3: 盘点变更 + +执行以下命令分析: +- `git status` - 整体状态 +- `git diff --stat` - 文件统计 +- `git diff` - 详细改动 +- `git diff --cached` - 已暂存改动 + +### Step 4: 规则化分组 + +按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。 + +**必须拆分的情况**: +- 同一组可归属多个 type +- 同文件包含多个独立目的(如功能+重构) +- 资源替换与代码逻辑混合 + +**可以合并的情况**(最小拆分原则): +- 同一功能的多文件改动(脚本+Prefab) +- 同一模块的多个相关 Bug 修复 + +### Step 5: 生成方案表格 + +以表格形式展示拆分方案: + +| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 | +|------|------|----------|--------|------|------| +| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` | + +**Type 选择优先级**:`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...` + +**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。 + +### Step 6: 用户确认 + +询问:`[Y 执行 / n 取消 / 提出调整]` + +- 若调整:根据反馈修改方案,再次确认 +- 若执行:进入 Step 7 +- 若取消:清理并退出 + +### Step 7: 逐组提交 + +对每组执行: +1. `git add ` 或 `git add -p ` +2. 复查:`git diff --cached --stat` 和 `git diff --cached` +3. 写入 `msg.txt` 并提交:`git commit -F msg.txt` +4. 检查状态:`git status` + +**失败处理**: +- `git add -p` 跳过关键 hunk → 暂停,提示处理方案 +- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止 + +### Step 8: 结果校验 + +输出: +1. `git log --oneline -` +2. 回放清单(验证 type/scope/subject 合规性) +3. 若不合规,询问是否修正 + +### Step 9: 清理 + +`rm -f msg.txt` + +--- + +## Unity 改动速查表 + +| 改动类型 | type | scope 示例 | +|----------|------|-----------| +| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` | +| 脚本新功能 | `feat` | `huoshan`, `clue` | +| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 | +| 音频资源 | `audio` | `audio-kit` 或省略 | +| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 | +| Yarn 对话 | `yarn` | `dialog` | +| 测试代码 | `test` | 对应模块 | + +--- + +## 规范校验清单(执行前检查) + +- [ ] 格式:`(): ` 或 `: ` +- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`} +- [ ] subject:中文、动词开头、≤50字、无句号 +- [ ] 一次提交只做一件事 + +--- + +## 中文提交方法 + +由于 PowerShell 中文乱码问题,统一使用文件方式: + +```bash +echo "type(scope): 描述" > msg.txt +git commit -F msg.txt +rm -f msg.txt +``` + +--- + +## 关于 Pre-commit Hooks + +若配置了 husky/lint-staged: +- 每次提交都会触发检查 +- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify` +- 跳过可能导致 CI 失败 + +--- + +开始执行请回复 **"开始"**,或告知需要的调整。 diff --git a/.vscode/settings.json b/.vscode/settings.json index 48e47d17c..d8fadbcb0 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -57,5 +57,66 @@ "Temp/": true }, "dotnet.defaultSolution": "aibis-dream.sln", - "dotnet.preferCSharpExtension": true + "dotnet.preferCSharpExtension": true, + "cSpell.enableFiletypes": [ + "yarnspinner" + ], + "cSpell.languageSettings": [ + { + "languageId": "yarnspinner", + "patterns": [ + { + "name": "yarn-commands", + "pattern": "/<<[^>]*>>/g" + }, + { + "name": "yarn-expressions", + "pattern": "/\\{[^}]*\\}/g" + }, + { + "name": "yarn-variables", + "pattern": "/\\$[a-zA-Z_][a-zA-Z0-9_]*/g" + }, + { + "name": "yarn-markup", + "pattern": "/\\[[^\\]]*\\]/g" + }, + { + "name": "yarn-hashtags", + "pattern": "/#[a-zA-Z_][a-zA-Z0-9_:-]*/g" + }, + { + "name": "yarn-node-markers", + "pattern": "/^(---|===)$/gm" + }, + { + "name": "yarn-headers", + "pattern": "/^(title|tags|position|color|colorID|tracking|custom|style):.*/gm" + }, + { + "name": "yarn-character-names", + "pattern": "/^\\s*[A-Za-z_][A-Za-z0-9_]*(?=:)/gm" + }, + { + "name": "yarn-comments", + "pattern": "/\\/\\/.*$/gm" + } + ], + "ignoreRegExpList": [ + "yarn-commands", + "yarn-expressions", + "yarn-variables", + "yarn-markup", + "yarn-hashtags", + "yarn-node-markers", + "yarn-headers", + "yarn-character-names", + "yarn-comments" + ] + } + ], + "cSpell.words": [ + "Aibis", + "Newtonsoft" + ] } \ No newline at end of file diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 000000000..a478c5699 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,152 @@ +# AGENTS.md + +This file provides guidance to Codex (Codex.ai/code) when working with code in this repository. + +## Project Overview + +AIBIS Dream (also known as "AllOurBrokenParts") is a Unity-based narrative adventure game with investigative elements. The project uses Yarn Spinner for dialogue, features a custom framework with modular systems, and includes multiple mini-games and a modular repair/fix system. + +**Unity Version:** 2022.3.7f1c1 (Universal Render Pipeline) + +## Architecture + +### Core Framework (Assets/Scripts/Framework/) + +Modular framework with Kit-pattern utilities: + +- **ActionKit**: Action sequencing and command pattern +- **AudioKit**: Audio management (includes FMOD integration) +- **Config / Core**: Configuration and core utilities +- **EventSystemKit**: Decoupled event system +- **LogKit**: Structured logging with categories +- **PoolKit**: Object pooling +- **ResourceKit**: Asset loading via `ResourceSystem` (Addressables-based) + - **Note**: New code must use `ResourceSystem`, never `Resources.Load`. See [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md). Asset placement rules in [Resource Management Spec](Docs/ResourceManagementSpec.md). +- **SelectorKit**: Weighted/batch/non-repeat random selection +- **SingletonKit**: Singleton base classes +- **StateMachineKit**: State management +- **OtherKit**: Miscellaneous utilities (`CameraKit`, `AnimatorKit`, `FadeKit`, `LocalizationKit`, etc.) +- **Attribute**: Custom editor attributes + +### Key Game Systems + +- **Game Loop** (Scripts/Game Loop/): `GameManager` (Singleton entry), `YarnVariableStorage` (Yarn variables), `SaveRestoreOrchestrator` / `SaveSystem` (save snapshots), `SceneLoader`, `ChapterController`, `TalkSceneSO` +- **Dialog System** (Scripts/Dialog System/): Yarn Spinner integration — `DialogController`, `LineRunner`, `LocalisedLineProvider`, `BaseYarnCommand` +- **SceneManagement** (Scripts/SceneManagement/): `ActorKit/`, `AnimatorKit/`, `EnvironmentKit/`, `SpawnerKit/`, `TimelineKit/`, `SceneCenter/`, `DreamDoorSystem` +- **UI** (Scripts/UI/): `DialogUI/`, `Panel/`, `Form/`, `Components/`, `Cursor/`, `UIManager` +- **MiniGame** (Scripts/MiniGame/): `HuoShan/` (language particles, EmotionWave), `BlockPuzzle/`, `Peipei/` (Eye, CutLine, Memory) +- **FixSystem** (Scripts/FixSystem/): Legacy — HeatMap, PunchTape, Memory, screen effects +- **FixSystemNew** (Scripts/FixSystemNew/): Active repair system — `FixSystemCenter`, `BodyModule/`, `Cable/`, `WhackMole/`, `Screen System/`, `Open/`, `Clinic/` +- **AssetRefs** (Scripts/AssetRefs/): Addressable key constants (`ConstRef`, `FixAssetRef`, `TimelineAssetRef`) + +### Content & Localization + +- **Assets/GameContent/**: Runtime assets by scope (`Common/`, `UI/`, `Scene_{Name}/`, `Feature_{Name}/`) +- **Assets/Language/**: Unity Localization tables (runtime active: `UIText/`, `Locales/`, `Sprite/`; `Dialog/`、`ActorName/`、`Params/` currently kept as migration backups) +- **Assets/Resources/Yarn/**: Current Yarn dialogue files (target migration to `Assets/Narrative/` per spec, not yet complete) +- **Assets/StreamingAssets/Config/**: CSV-driven localized gameplay data (`character.csv` for actor names, `params.csv` for `l10n.*` substitution terms) +- **Assets/Prototype/**: HTML/JS prototypes for mechanic testing + +## Critical Dependencies + +### Unity Packages +- **Yarn Spinner** 3.2.2 (OpenUPM), **Addressables** 1.21.21, **Cinemachine** 2.9.7 +- **URP** 14.0.8, **TextMesh Pro** 3.0.6, **Timeline** 1.7.5, **Localization** 1.4.5 +- **Visual Effect Graph** 14.0.8, **Visual Scripting** 1.8.0 + +### Third-Party +- **FMOD** (audio engine), **DOTween** (tweening), **Shapes** (vector graphics) +- **More Mountains Feedbacks** (game feel), **Destructible 2D** + +## Development Guidelines + +### Code Organization +1. Each major system self-contained in its own folder under `Assets/Scripts/` +2. Kit-pattern utilities in `Framework/` — reusable across systems +3. Singleton pattern for global managers (derived from `SingletonKit`) +4. Favor composition over inheritance +5. All runtime asset loading via `ResourceSystem` — never `Resources.Load` + +### Scene Structure +- Scenes in `Assets/Scenes/`; `Persistence` scene hosts global managers and Persistent Loader +- Fix scenes: `{Character}FixScene` (e.g. `HuoShanFixScene`, `PeipeiFixScene`, `ExpressFixScene`) +- Test scenes: `languageTest`, `HuoShanExpressionTest`, `wavetest`, etc. + +### Addressables +- Config in `Assets/AddressableAssetsData/`; Groups: `Core`, `Scene_*`, `Feature_*`, `Shared_*`, `Localization-*` +- Key format: `Category/Path` (e.g. `Animation/Peipei`, `Timeline/BlockPuzzle/PanelOpen`) +- Scene keys use bare PascalCase names (e.g. `ClinicOut`) +- Details in [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md) + +### Yarn Dialogue Files +- Current path: `Assets/Resources/Yarn/` (migration to `Assets/Narrative/Yarn/` planned) +- Pattern: `{Character}_{Stage}.yarn`; UTF-8 encoding required for Chinese + +#### Yarn Line Tag Maintenance +- **Line tags** (`#line:xxxxxxx`) must be unique across the entire file. Duplicate tags break Yarn Spinner localization. +- Duplicates typically occur when copying an existing node to create a variant (e.g. `地铁ver1` → `地铁ver3`). +- **Use the dedup tool** (`Tools/dedup_yarn_tags.py`) for bulk cleanup: + ```bash + # Preview duplicates from a specific node onward + python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/Fiction_Day1_begin/Fiction_Day1_begin.yarn --from-node 地铁ver4 + # Fix duplicates from a specific line onward + python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/Fiction_Day1_begin/Fiction_Day1_begin.yarn --from-line 535 --fix + # Scan an entire directory (preview only) + python Tools/dedup_yarn_tags.py Assets/Resources/Yarn/ --scan-all + ``` + +#### Yarn Script Generation +- **Do NOT add `#line:` tags when generating or editing Yarn dialogue.** Leave all line-tag generation to the user's localization workflow (Unity Localization + Yarn Spinner import tools). +- When creating new `.yarn` files, write plain dialogue lines without any `#line:` suffixes. + +### Asset Naming +- **Scripts**: PascalCase (e.g. `DialogController.cs`) +- **Addressable Keys**: `Category/Path` — no spaces, no extensions, ≤3 levels +- **Addressable Groups**: `{Type}_{PascalCaseName}` + +### Git & Commits +- LFS for large binaries; ignored: Library/, Temp/, Build/, *.csproj, *.sln +- **Commit format**: `(): ` — subject in Chinese, type/scope in English +- Extended types: `feat`, `fix`, `art`, `audio`, `scene`, `yarn`, `perf`, `refactor`, `style`, `docs`, `build`, `chore`, `test` +- See [COMMIT_CONVENTION.md](COMMIT_CONVENTION.md) for full details + +## Key Build Commands + +```bash +# Windows build +"C:\Program Files\Unity\Hub\Editor\2022.3.7f1c1\Editor\Unity.exe" -batchmode -quit -projectPath . -buildWindows64Player "Build/AIBIS_Dream.exe" -logFile Build/log.txt +``` + +## Common Tasks + +### Adding a New Mini-Game +1. Create `Assets/Scripts/MiniGame/{GameName}/` +2. Add assets to `Assets/GameContent/Feature_{GameName}/` +3. Create Addressable Group `Feature_{GameName}` +4. Create test scene in `Assets/Scenes/` + +### Adding Yarn Dialogue +1. Create `.yarn` in `Assets/Resources/Yarn/{Module}/` +2. Ensure YarnProject localization assets/CSV are updated (Unity `Assets/Language/Dialog/` is backup-only during migration) +3. Reference in scene's `DialogueRunner`; test with `DialogController` + +## Debugging & Performance +- `LogKit` for structured logging; Addressables Event Viewer for resource debugging +- Monitor `SceneResourceLoader.TotalHandleCount` for leak detection +- Always use PoolKit for frequent instantiation; `LoadUncachedAsync` + `EarlyRelease` for large Timeline assets +- Use `LoadAsync` + `Instantiate` for prefabs, never `InstantiateAsync` + +## Important Notes +- Narrative-focused game — dialogue and story take precedence +- `FixSystemNew` is the active repair architecture; `FixSystem` is legacy +- `YarnVariableStorage` holds Yarn runtime variables; save/load flows through `SaveRestoreOrchestrator` and `SaveSystem` + +## Reference Documents +- [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md) — `ResourceSystem` API, Key/Group/Label naming, lifecycle +- [Resource Management Spec](Docs/ResourceManagementSpec.md) — Asset placement: `GameContent/`, `Narrative/`, `_Archive/` +- [Commit Convention](COMMIT_CONVENTION.md) — Commit message format and branch naming +- [HuoShan Docs](Docs/HuoShan/) — Narrative flow, resources, test flowcharts + +--- + +*This document provides guidance for Codex when working with the AIBIS Dream codebase.* diff --git a/Assets/Prefabs/Node.meta b/Assets/Editor/SaveSystemValidation.meta similarity index 77% rename from Assets/Prefabs/Node.meta rename to Assets/Editor/SaveSystemValidation.meta index 47b64ad54..2bc8e86e8 100644 --- a/Assets/Prefabs/Node.meta +++ b/Assets/Editor/SaveSystemValidation.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: cb2747e27b8dc1e4fac3df4d5edb520c +guid: 8d4c5a2b82ac1ca459e228aaad3255c6 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs b/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs new file mode 100644 index 000000000..902ecaae7 --- /dev/null +++ b/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs @@ -0,0 +1,667 @@ +using System; +using System.Collections.Generic; +using System.IO; +using AibisDream; +using AibisDream.SaveSystem; +using AibisDream.Utility; +using UnityEditor; +using UnityEngine; + +namespace AibisDream.SaveSystem.Editor +{ + /// + /// 存读档临时测试工具:触发存档、从槽位/测试归档读档、浏览 testsavs 历史。 + /// + public class SaveSystemTestWindow : EditorWindow + { + private const string MenuPath = "AIBIS/存档测试工具"; + private const string WindowTitle = "SaveSystem Test"; + + private Vector2 _scrollPosition; + private string _lastLog = string.Empty; + private int _restoreSlotIndex; + private int _manualSlotIndex = 1; + private bool _testArchiveEnabled; + private string _selectedArchiveEntryId; + private Texture2D _selectedThumbnail; + + private List _archiveEntries = new(); + private List _archiveEntriesSnapshot = new(); + private double _lastArchiveRefreshTime; + private bool _repaintQueued; + private List _slotOverviewLabels = new(); + private List _restoreLogSnapshot = new(); + private string _displaySelectedArchiveEntryId; + private Texture2D _displayThumbnail; + + private void RequestRepaint() + { + if (_repaintQueued) + { + return; + } + + _repaintQueued = true; + EditorApplication.delayCall += () => + { + _repaintQueued = false; + if (this != null) + { + Repaint(); + } + }; + } + + [MenuItem(MenuPath)] + public static void Open() + { + var window = GetWindow(WindowTitle); + window.minSize = new Vector2(480, 560); + } + + private void OnEnable() + { + _testArchiveEnabled = EditorPrefs.GetBool(TestSaveArchive.EditorPrefsEnabledKey, true); + RefreshArchiveEntries(requestRepaint: false); + EditorApplication.update += OnEditorUpdate; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + } + + private void OnDisable() + { + EditorApplication.update -= OnEditorUpdate; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + ReleaseThumbnail(); + } + + private void OnEditorUpdate() + { + if (!Application.isPlaying) + { + return; + } + + if (EditorApplication.timeSinceStartup - _lastArchiveRefreshTime < 1.0) + { + return; + } + + RefreshArchiveEntries(requestRepaint: true); + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.EnteredPlayMode || state == PlayModeStateChange.ExitingPlayMode) + { + RefreshArchiveEntries(); + } + } + + private void OnGUI() + { + if (Event.current.type == EventType.Layout) + { + SnapshotDynamicGuiData(); + } + + _scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition); + + DrawHeader(); + GUILayout.Space(8); + DrawTestArchiveSettings(); + GUILayout.Space(8); + DrawSaveActions(); + GUILayout.Space(8); + DrawSlotRestoreSection(); + GUILayout.Space(8); + DrawTestArchiveSection(); + GUILayout.Space(8); + DrawRestoreLogSection(); + GUILayout.Space(8); + DrawUtilitySection(); + GUILayout.Space(8); + DrawLogSection(); + + EditorGUILayout.EndScrollView(); + } + + /// + /// 在 Layout/Repaint 之前快照可变列表,避免同一 GUI 帧内控件数量不一致。 + /// + private void SnapshotDynamicGuiData() + { + _displaySelectedArchiveEntryId = _selectedArchiveEntryId; + _displayThumbnail = _selectedThumbnail; + + _archiveEntriesSnapshot.Clear(); + for (var i = 0; i < _archiveEntries.Count; i++) + { + _archiveEntriesSnapshot.Add(_archiveEntries[i]); + } + + _slotOverviewLabels.Clear(); + foreach (var vm in SlotManager.GetSlotViewModels()) + { + if (vm.IsEmpty) + { + continue; + } + + var meta = SlotManager.LoadMeta(vm.SlotIndex); + _slotOverviewLabels.Add( + $"slot_{vm.SlotIndex}" + + (vm.IsAutoSlot ? " [自动]" : "") + + $" | {vm.SavedAt} | {meta?.nodeName ?? "—"} | {vm.SceneName}"); + } + + _restoreLogSnapshot.Clear(); + var restoreLog = SaveRestoreOrchestrator.LastRestoreLog; + for (var i = 0; i < restoreLog.Count; i++) + { + _restoreLogSnapshot.Add(restoreLog[i]); + } + } + + private void DrawHeader() + { + EditorGUILayout.LabelField("存读档测试工具", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "用于 Play Mode 下验证自动存档、槽位读档与 testsavs 测试归档。\n" + + "正式存档目录: saves/ | 测试归档: testsavs/(每次自动存档独立子文件夹)", + MessageType.Info); + + if (!Application.isPlaying) + { + EditorGUILayout.HelpBox("存档/读档操作需要在 Play Mode 下执行。", MessageType.Warning); + } + + EditorGUILayout.LabelField( + $"状态: IsRestoring={SaveRestoreOrchestrator.IsRestoring}, " + + $"SuppressAutoSave={SaveRestoreOrchestrator.IsAutoSaveSuppressed}"); + } + + private void DrawTestArchiveSettings() + { + EditorGUILayout.LabelField("测试存档模式", EditorStyles.boldLabel); + + EditorGUI.BeginChangeCheck(); + _testArchiveEnabled = EditorGUILayout.Toggle("启用测试存档模式", _testArchiveEnabled); + if (EditorGUI.EndChangeCheck()) + { + EditorPrefs.SetBool(TestSaveArchive.EditorPrefsEnabledKey, _testArchiveEnabled); + } + + EditorGUILayout.LabelField($"testsavs 路径: {ConstRef.TestAutoSaveArchivePath}", EditorStyles.miniLabel); + EditorGUILayout.HelpBox( + "开启后:每次 AutoSave 仅在 testsavs 下新建一份独立存档,不写入、不覆盖 saves/slot_0。\n" + + "存多少次就保留多少份;关闭后恢复正式行为(仅覆盖 slot_0)。", + MessageType.None); + } + + private void DrawSaveActions() + { + EditorGUILayout.LabelField("存档", EditorStyles.boldLabel); + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("触发自动存档 (完整流程)")) + { + TriggerAutoSave(); + } + + if (GUILayout.Button("仅 Capture (不写盘)")) + { + CaptureInMemory(); + } + } + + if (GUILayout.Button("手动档: 复制 slot_0 → 上方指定槽位")) + { + CopyAutoToManual(); + } + } + + private void DrawSlotRestoreSection() + { + EditorGUILayout.LabelField("从正式槽位读档", EditorStyles.boldLabel); + EditorGUILayout.LabelField($"saves 路径: {ConstRef.SaveFilePath}", EditorStyles.miniLabel); + + var latest = SlotManager.GetLatestSlotIndex(); + EditorGUILayout.LabelField($"最近槽位: {(latest.HasValue ? $"slot_{latest.Value}" : "无")}"); + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("读档: Latest")) + { + RestoreLatestSlot(); + } + + if (GUILayout.Button("读档: slot_0")) + { + RestoreSlot(SlotIndex.Auto); + } + } + + _restoreSlotIndex = EditorGUILayout.IntSlider("槽位", _restoreSlotIndex, 0, SlotIndex.ManualEnd); + if (GUILayout.Button($"读档: slot_{_restoreSlotIndex}")) + { + RestoreSlot(_restoreSlotIndex); + } + + GUILayout.Space(4); + _manualSlotIndex = EditorGUILayout.IntSlider( + "复制到手动槽位", + _manualSlotIndex, + SlotIndex.ManualStart, + SlotIndex.ManualEnd); + + DrawSlotBriefOverview(); + } + + private void DrawSlotBriefOverview() + { + foreach (var label in _slotOverviewLabels) + { + EditorGUILayout.LabelField(label, EditorStyles.miniLabel); + } + } + + private void DrawTestArchiveSection() + { + EditorGUILayout.LabelField("testsavs 测试归档", EditorStyles.boldLabel); + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("刷新列表")) + { + RefreshArchiveEntries(); + } + + if (GUILayout.Button("清空 testsavs")) + { + ClearTestArchives(); + } + + if (GUILayout.Button("打开 testsavs 文件夹")) + { + OpenDirectory(ConstRef.TestAutoSaveArchivePath); + } + } + + EditorGUILayout.LabelField($"共 {_archiveEntriesSnapshot.Count} 条", EditorStyles.miniLabel); + + if (_archiveEntriesSnapshot.Count == 0) + { + EditorGUILayout.HelpBox( + "暂无测试归档。开启「testsavs 独立归档」后触发自动存档,或从正式 slot_0 手动归档。", + MessageType.None); + } + else + { + using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) + { + foreach (var entry in _archiveEntriesSnapshot) + { + DrawArchiveEntry(entry); + } + } + } + + if (GUILayout.Button("将当前 slot_0 手动归档到 testsavs")) + { + ArchiveCurrentAutoSlot(); + } + } + + private void DrawArchiveEntry(TestSaveArchiveEntry entry) + { + var isSelected = _displaySelectedArchiveEntryId == entry.EntryId; + var boxStyle = isSelected ? EditorStyles.helpBox : EditorStyles.textArea; + + using (new EditorGUILayout.VerticalScope(boxStyle)) + { + EditorGUILayout.LabelField(entry.EntryId, EditorStyles.boldLabel); + EditorGUILayout.LabelField( + $"时间: {entry.Meta?.savedAt ?? "—"} | 节点: {entry.Meta?.nodeName ?? "—"}", + EditorStyles.miniLabel); + EditorGUILayout.LabelField( + $"场景: {entry.Meta?.sceneName ?? "—"} | SO: {entry.Meta?.sceneSoName ?? "—"}", + EditorStyles.miniLabel); + + if (isSelected) + { + var maxWidth = EditorGUIUtility.currentViewWidth - 48f; + var height = 120f; + if (_displayThumbnail != null) + { + height = Mathf.Min(120f, _displayThumbnail.height * maxWidth / _displayThumbnail.width); + GUILayout.Label(_displayThumbnail, GUILayout.Width(maxWidth), GUILayout.Height(height)); + } + else + { + EditorGUILayout.LabelField( + "(无缩略图)", + EditorStyles.miniLabel, + GUILayout.Width(maxWidth), + GUILayout.Height(height)); + } + } + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("选中")) + { + SelectArchiveEntry(entry); + } + + if (GUILayout.Button("读档")) + { + RestoreFromArchive(entry); + } + + if (GUILayout.Button("删除")) + { + DeleteArchiveEntry(entry); + } + } + } + + GUILayout.Space(4); + } + + private void DrawRestoreLogSection() + { + EditorGUILayout.LabelField("读档 Pipeline 日志", EditorStyles.boldLabel); + + if (_restoreLogSnapshot.Count == 0) + { + EditorGUILayout.LabelField("(暂无)", EditorStyles.miniLabel); + return; + } + + foreach (var line in _restoreLogSnapshot) + { + EditorGUILayout.LabelField(line, EditorStyles.wordWrappedMiniLabel); + } + } + + private void DrawUtilitySection() + { + EditorGUILayout.LabelField("工具", EditorStyles.boldLabel); + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("打开 saves 文件夹")) + { + OpenDirectory(ConstRef.SaveFilePath); + } + + if (GUILayout.Button("打开存档验证工具")) + { + SaveSystemValidationWindow.Open(); + } + } + } + + private void DrawLogSection() + { + EditorGUILayout.LabelField("操作结果", EditorStyles.boldLabel); + EditorGUILayout.SelectableLabel(_lastLog, EditorStyles.textArea, GUILayout.MinHeight(80)); + } + + private void RefreshArchiveEntries(bool requestRepaint = true) + { + var newEntries = TestSaveArchive.ListEntries(); + var entriesChanged = !ArchiveEntriesEqual(newEntries, _archiveEntries); + _archiveEntries = newEntries; + _lastArchiveRefreshTime = EditorApplication.timeSinceStartup; + + if (!string.IsNullOrEmpty(_selectedArchiveEntryId) && + !_archiveEntries.Exists(e => e.EntryId == _selectedArchiveEntryId)) + { + _selectedArchiveEntryId = null; + ReleaseThumbnail(); + entriesChanged = true; + } + + if (requestRepaint && entriesChanged) + { + RequestRepaint(); + } + } + + private static bool ArchiveEntriesEqual(List a, List b) + { + if (a.Count != b.Count) + { + return false; + } + + for (var i = 0; i < a.Count; i++) + { + if (a[i].EntryId != b[i].EntryId) + { + return false; + } + } + + return true; + } + + private void SelectArchiveEntry(TestSaveArchiveEntry entry) + { + _selectedArchiveEntryId = entry.EntryId; + ReleaseThumbnail(); + + if (!string.IsNullOrEmpty(entry.ThumbnailPath) && File.Exists(entry.ThumbnailPath)) + { + var bytes = File.ReadAllBytes(entry.ThumbnailPath); + _selectedThumbnail = new Texture2D(2, 2); + _selectedThumbnail.LoadImage(bytes); + } + + RequestRepaint(); + } + + private void ReleaseThumbnail() + { + if (_selectedThumbnail != null) + { + DestroyImmediate(_selectedThumbnail); + _selectedThumbnail = null; + } + } + + private void TriggerAutoSave() + { + if (!Application.isPlaying) + { + Log("需要在 Play Mode 下执行。"); + return; + } + + try + { + if (!SavePointEvaluator.CanAutoSave(out var reason)) + { + Log($"CanAutoSave 拒绝: {reason}"); + return; + } + + var routine = SaveRestoreOrchestrator.AutoSaveRoutine(); + while (routine.MoveNext()) + { + } + + RefreshArchiveEntries(); + Log(TestSaveArchive.IsEnabled + ? "测试存档模式:已写入 testsavs(未覆盖 slot_0)。" + : "正式模式:已写入 slot_0。"); + } + catch (Exception ex) + { + Log($"自动存档失败: {ex}"); + } + } + + private void CaptureInMemory() + { + try + { + if (YarnVariableStorage.Instance == null) + { + Log("YarnVariableStorage 未初始化。"); + return; + } + + var snapshot = SnapshotService.Capture(); + Log($"Capture 成功: 场景={snapshot.scene?.sceneName}, 节点={snapshot.anchor?.nodeName}"); + } + catch (Exception ex) + { + Log($"Capture 失败: {ex.Message}"); + } + } + + private void CopyAutoToManual() + { + if (!SlotDirectory.Exists(SlotIndex.Auto)) + { + Log("slot_0 不存在。"); + return; + } + + SlotManager.CopyAutoToManual(_manualSlotIndex); + Log($"已复制到 slot_{_manualSlotIndex}。"); + } + + private void RestoreLatestSlot() + { + var latest = SlotManager.GetLatestSlotIndex(); + if (!latest.HasValue) + { + Log("没有 latest_slot。"); + return; + } + + RestoreSlot(latest.Value); + } + + private void RestoreSlot(int slotIndex) + { + if (!Application.isPlaying) + { + Log("读档需要在 Play Mode 下执行。"); + return; + } + + if (GameManager.Instance == null) + { + Log("GameManager 未初始化。"); + return; + } + + if (!SlotDirectory.Exists(slotIndex)) + { + Log($"slot_{slotIndex} 不存在。"); + return; + } + + GameManager.Instance.StartWithSlot(slotIndex); + Log($"已启动读档 slot_{slotIndex}。"); + } + + private void RestoreFromArchive(TestSaveArchiveEntry entry) + { + if (!Application.isPlaying) + { + Log("读档需要在 Play Mode 下执行。"); + return; + } + + if (GameManager.Instance == null) + { + Log("GameManager 未初始化。"); + return; + } + + GameManager.Instance.StartWithSaveFile(entry.SnapshotPath); + Log($"已启动读档: {entry.EntryId}"); + } + + private void ArchiveCurrentAutoSlot() + { + var snapshot = SlotManager.LoadSnapshot(SlotIndex.Auto); + if (snapshot == null) + { + Log("slot_0 无快照。"); + return; + } + + var thumbnail = SlotManager.LoadThumbnail(SlotIndex.Auto); + var entryId = TestSaveArchive.Archive(snapshot, thumbnail); + RefreshArchiveEntries(); + Log($"已手动归档: {entryId}"); + } + + private void DeleteArchiveEntry(TestSaveArchiveEntry entry) + { + var entryId = entry.EntryId; + EditorApplication.delayCall += () => ConfirmDeleteArchiveEntry(entryId); + } + + private void ConfirmDeleteArchiveEntry(string entryId) + { + if (!EditorUtility.DisplayDialog("删除测试归档", $"删除 {entryId}?", "删除", "取消")) + { + return; + } + + TestSaveArchive.DeleteEntry(entryId); + if (_selectedArchiveEntryId == entryId) + { + _selectedArchiveEntryId = null; + ReleaseThumbnail(); + } + + RefreshArchiveEntries(); + Log($"已删除: {entryId}"); + } + + private void ClearTestArchives() + { + EditorApplication.delayCall += ConfirmClearTestArchives; + } + + private void ConfirmClearTestArchives() + { + if (!EditorUtility.DisplayDialog("清空 testsavs", "删除所有测试归档?不可撤销。", "删除", "取消")) + { + return; + } + + TestSaveArchive.ClearAll(); + _selectedArchiveEntryId = null; + ReleaseThumbnail(); + RefreshArchiveEntries(); + Log("已清空 testsavs。"); + } + + private static void OpenDirectory(string path) + { + if (!Directory.Exists(path)) + { + Directory.CreateDirectory(path); + } + + EditorUtility.RevealInFinder(path); + } + + private void Log(string message) + { + _lastLog = $"[{DateTime.Now:HH:mm:ss}] {message}"; + Debug.Log($"[SaveSystemTest] {message}"); + RequestRepaint(); + } + } +} diff --git a/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs.meta b/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs.meta new file mode 100644 index 000000000..8e6df22af --- /dev/null +++ b/Assets/Editor/SaveSystemValidation/SaveSystemTestWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27c49345ec3a4e849af3f9da7045f7a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs b/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs new file mode 100644 index 000000000..25c021ef7 --- /dev/null +++ b/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs @@ -0,0 +1,704 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using AibisDream; +using AibisDream.SaveSystem; +using AibisDream.Utility; +using Newtonsoft.Json; +using UnityEditor; +using UnityEngine; + +namespace AibisDream.SaveSystem.Editor +{ + /// + /// 存档系统 P1/P2/P3 存盘行为验证工具。 + /// 不验证读档(P4),不验证复杂 tags 边界(P3 后续)。 + /// + public class SaveSystemValidationWindow : EditorWindow + { + private const string MenuPath = "AIBIS/存档系统验证工具"; + private const string WindowTitle = "SaveSystem Validator"; + + private const float SaveHistoryBoxMinHeight = 400f; + + private Vector2 _scrollPosition; + private string _lastLog = string.Empty; + private int _manualSlotIndex = 1; + private int _deleteSlotIndex = 1; + private string _testNodeName = "SomeNode"; + private string _testTags = ""; + private int _restoreSlotIndex; + + private readonly List _saveHistory = new(); + private string _lastObservedSavedAt; + + /// 运行时自动存档历史条目,仅内存缓存。 + private class SaveHistoryEntry + { + public string SavedAt; + public string NodeName; + public string SceneName; + } + + [MenuItem(MenuPath)] + public static void Open() + { + var window = GetWindow(WindowTitle); + window.minSize = new Vector2(420, 640); + } + + private void OnEnable() + { + EditorApplication.update += OnEditorUpdate; + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + InitializeLastObservedSavedAt(); + } + + private void OnDisable() + { + EditorApplication.update -= OnEditorUpdate; + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.EnteredPlayMode) + { + _saveHistory.Clear(); + InitializeLastObservedSavedAt(); + TrySeedHistoryFromCurrentAutoSlot(); + Repaint(); + return; + } + + if (state == PlayModeStateChange.ExitingPlayMode) + { + _saveHistory.Clear(); + _lastObservedSavedAt = null; + } + } + + private void TrySeedHistoryFromCurrentAutoSlot() + { + var meta = SlotManager.LoadMeta(SlotIndex.Auto); + if (meta == null) + { + return; + } + + _saveHistory.Add(CreateHistoryEntry(meta)); + _lastObservedSavedAt = meta.savedAt; + } + + private static SaveHistoryEntry CreateHistoryEntry(SlotMeta meta) + { + return new SaveHistoryEntry + { + SavedAt = meta.savedAt, + NodeName = string.IsNullOrEmpty(meta.nodeName) ? "(无节点)" : meta.nodeName, + SceneName = meta.sceneName + }; + } + + private void InitializeLastObservedSavedAt() + { + var meta = SlotManager.LoadMeta(SlotIndex.Auto); + _lastObservedSavedAt = meta?.savedAt; + } + + /// + /// 监听 slot_0 的 meta 变化,运行时每次自动存档都会记录到内存列表中。 + /// 纯 Editor 行为,不侵入运行时代码。 + /// + private void OnEditorUpdate() + { + if (!Application.isPlaying) + { + return; + } + + var meta = SlotManager.LoadMeta(SlotIndex.Auto); + if (meta == null) + { + return; + } + + if (!string.IsNullOrEmpty(_lastObservedSavedAt) && _lastObservedSavedAt == meta.savedAt) + { + return; + } + + _lastObservedSavedAt = meta.savedAt; + _saveHistory.Add(CreateHistoryEntry(meta)); + + Repaint(); + } + + private void OnGUI() + { + _scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition); + + DrawHeader(); + DrawSlotOverview(); + GUILayout.Space(12); + DrawSaveHistorySection(); + GUILayout.Space(12); + DrawDirectCaptureSection(); + GUILayout.Space(12); + DrawAutoSaveSimulationSection(); + GUILayout.Space(12); + DrawManualSlotSection(); + GUILayout.Space(12); + DrawRestoreSection(); + GUILayout.Space(12); + DrawSavePointEvaluationSection(); + GUILayout.Space(12); + DrawUtilitySection(); + GUILayout.Space(12); + DrawLogSection(); + + EditorGUILayout.EndScrollView(); + } + + #region Drawing + + private void DrawHeader() + { + EditorGUILayout.LabelField("存档系统存盘验证", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "本工具仅验证 P1/P2/P3 的存盘行为:快照捕获、槽位落盘、元数据、可存点判定框架。\n" + + "不验证读档(P4)和复杂 tags 边界(P3 后续)。\n" + + "涉及运行时单例(DialogController / GameManager)的操作需要在 Play Mode 下执行。", + MessageType.Info); + + if (!Application.isPlaying) + { + EditorGUILayout.HelpBox("当前不在 Play Mode。Capture / TryAutoSave 等依赖运行时单例的操作可能失败。", MessageType.Warning); + } + } + + private void DrawSlotOverview() + { + EditorGUILayout.LabelField("槽位概览", EditorStyles.boldLabel); + + var latest = SlotManager.GetLatestSlotIndex(); + EditorGUILayout.LabelField($"最近槽位: {(latest.HasValue ? latest.Value.ToString() : "无")}"); + EditorGUILayout.LabelField($"存档根目录: {ConstRef.SaveFilePath}"); + EditorGUILayout.LabelField( + $"读档状态: IsRestoring={SaveRestoreOrchestrator.IsRestoring}, " + + $"SuppressAutoSave={SaveRestoreOrchestrator.IsAutoSaveSuppressed}"); + + var viewModels = SlotManager.GetSlotViewModels(); + foreach (var vm in viewModels) + { + DrawSlotViewModel(vm, latest); + } + } + + private void DrawSlotViewModel(SlotViewModel vm, int? latest) + { + var isLatest = latest.HasValue && latest.Value == vm.SlotIndex; + var nodeName = SlotManager.LoadMeta(vm.SlotIndex)?.nodeName; + var label = vm.IsEmpty + ? $"[{vm.SlotIndex}] (空)" + : $"[{vm.SlotIndex}] {(vm.IsAutoSlot ? "[自动档]" : "")} {(isLatest ? "[最新]" : "")}\n" + + $" 场景: {vm.SceneName}\n" + + $" SO: {vm.SceneSoName}\n" + + $" 节点: {nodeName}\n" + + $" 时间: {vm.SavedAt}\n" + + $" 缩略图: {(string.IsNullOrEmpty(vm.ThumbnailPath) ? "无" : Path.GetFileName(vm.ThumbnailPath))}"; + + EditorGUILayout.HelpBox(label, vm.IsEmpty ? MessageType.None : MessageType.Info); + } + + private void DrawDirectCaptureSection() + { + EditorGUILayout.LabelField("直接捕获快照", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "调用 SnapshotService.Capture() 组装快照,并在内存中检查结构。\n" + + "此操作不写盘,不经过 SavePointEvaluator。", + MessageType.None); + + if (GUILayout.Button("Capture Snapshot (内存)")) + { + CaptureSnapshotInMemory(); + } + } + + private void DrawAutoSaveSimulationSection() + { + EditorGUILayout.LabelField("模拟自动存档", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "调用 SaveRestoreOrchestrator.TryAutoSave(),走完整的判定+捕获+落盘流程。\n" + + "需要在 Play Mode 下且有 DialogController 运行时实例。", + MessageType.None); + + if (GUILayout.Button("TryAutoSave (完整流程)")) + { + TryAutoSaveFullFlow(); + } + } + + private void DrawSaveHistorySection() + { + EditorGUILayout.LabelField("自动存档历史 (运行时)", EditorStyles.boldLabel); + + using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox, GUILayout.MinHeight(SaveHistoryBoxMinHeight))) + { + if (!Application.isPlaying) + { + EditorGUILayout.HelpBox( + "进入 Play Mode 后,每次 slot_0 自动存档都会在此记录节点名与时间。\n" + + "数据仅保存在当前窗口内存中,退出 Play Mode 后清空。", + MessageType.Info); + } + else if (_saveHistory.Count == 0) + { + EditorGUILayout.LabelField("等待自动存档…", EditorStyles.wordWrappedLabel); + EditorGUILayout.LabelField( + "触发 content / hub / linear 节点,或点击下方 TryAutoSave。", + EditorStyles.miniLabel); + } + else + { + EditorGUILayout.LabelField($"共 {_saveHistory.Count} 条记录", EditorStyles.miniLabel); + + for (var i = 0; i < _saveHistory.Count; i++) + { + var entry = _saveHistory[i]; + EditorGUILayout.LabelField( + $"{i + 1}. [{entry.SavedAt}] {entry.NodeName}", + EditorStyles.wordWrappedLabel); + EditorGUILayout.LabelField( + $" 场景: {entry.SceneName ?? "N/A"}", + EditorStyles.miniLabel); + } + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("清空历史记录")) + { + _saveHistory.Clear(); + } + } + } + } + + private void DrawManualSlotSection() + { + EditorGUILayout.LabelField("手动档操作", EditorStyles.boldLabel); + + _manualSlotIndex = EditorGUILayout.IntSlider("复制到槽位", _manualSlotIndex, 1, SlotIndex.ManualEnd); + if (GUILayout.Button("Copy Auto → Manual")) + { + CopyAutoToManual(_manualSlotIndex); + } + + GUILayout.Space(8); + + _deleteSlotIndex = EditorGUILayout.IntSlider("删除槽位", _deleteSlotIndex, 0, SlotIndex.ManualEnd); + if (GUILayout.Button("Delete Slot")) + { + DeleteSlot(_deleteSlotIndex); + } + + GUILayout.Space(8); + + if (GUILayout.Button("Clear All Saves")) + { + ClearAllSaves(); + } + } + + private void DrawSavePointEvaluationSection() + { + EditorGUILayout.LabelField("可存点判定框架检查", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "手动设置节点名和 tags,模拟 OnNodeStart 自动档判定(含 DetourResume)。\n" + + "InProgress 来自运行时 DialogController;全局门控按实际 Play Mode 状态取值。", + MessageType.None); + + _testNodeName = EditorGUILayout.TextField("节点名", _testNodeName); + _testTags = EditorGUILayout.TextField("Tags (逗号分隔)", _testTags); + + if (GUILayout.Button("Evaluate CanAutoSave")) + { + EvaluateSavePoint(); + } + } + + private void DrawRestoreSection() + { + EditorGUILayout.LabelField("读档验证 (P4)", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "触发 SaveRestoreOrchestrator.RestoreFromSlot,验证 Phase + Barrier 编排、自动存档抑制与 Provider 还原日志。\n" + + "需要在 Play Mode 下执行;不代表正式玩家 UI。", + MessageType.None); + + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("Restore Latest")) + { + RestoreLatestSlot(); + } + + if (GUILayout.Button("Restore slot_0")) + { + RestoreSlot(SlotIndex.Auto); + } + } + + _restoreSlotIndex = EditorGUILayout.IntSlider("Restore 槽位", _restoreSlotIndex, 0, SlotIndex.ManualEnd); + if (GUILayout.Button($"Restore slot_{_restoreSlotIndex}")) + { + RestoreSlot(_restoreSlotIndex); + } + + var restoreLog = SaveRestoreOrchestrator.LastRestoreLog; + if (restoreLog.Count > 0) + { + EditorGUILayout.LabelField("Restore Pipeline Log", EditorStyles.boldLabel); + foreach (var line in restoreLog) + { + EditorGUILayout.LabelField(line, EditorStyles.wordWrappedMiniLabel); + } + } + } + + private void DrawUtilitySection() + { + EditorGUILayout.LabelField("工具", EditorStyles.boldLabel); + + if (GUILayout.Button("打开存档目录")) + { + OpenSaveDirectory(); + } + + if (GUILayout.Button("刷新")) + { + Repaint(); + Log("已刷新。"); + } + } + + private void DrawLogSection() + { + GUILayout.Space(12); + EditorGUILayout.LabelField("最后结果", EditorStyles.boldLabel); + EditorGUILayout.SelectableLabel(_lastLog, EditorStyles.textArea, GUILayout.MinHeight(120)); + } + + #endregion + + #region Actions + + private void CaptureSnapshotInMemory() + { + try + { + var storage = YarnVariableStorage.Instance; + if (storage == null) + { + Log("YarnVariableStorage 未初始化,尝试直接 new SaveSnapshot 仅做结构演示。"); + var demo = new SaveSnapshot + { + gameVersion = Application.version, + savedAt = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"), + scene = new SceneSnapshotDto { sceneName = "DemoScene" }, + anchor = new AnchorSnapshot { nodeName = "DemoNode" }, + yarnVariables = new YarnVariablesSnapshot() + }; + PrintSnapshotSummary(demo, "演示快照(无运行时)"); + return; + } + + var snapshot = SnapshotService.Capture(); + PrintSnapshotSummary(snapshot, "内存快照"); + } + catch (Exception ex) + { + Log($"Capture 失败: {ex}"); + } + } + + private void TryAutoSaveFullFlow() + { + if (!Application.isPlaying) + { + Log("TryAutoSave 需要在 Play Mode 下执行。"); + return; + } + + try + { + var beforeLatest = SlotManager.GetLatestSlotIndex(); + var beforeSnapshot = SlotManager.LoadSnapshot(0); + + if (!SavePointEvaluator.CanAutoSave(out var rejectReason)) + { + Log($"CanAutoSave 拒绝: {rejectReason}"); + return; + } + + var routine = SaveRestoreOrchestrator.AutoSaveRoutine(); + while (routine.MoveNext()) + { + } + + var afterSnapshot = SlotManager.LoadSnapshot(0); + var afterLatest = SlotManager.GetLatestSlotIndex(); + + var summary = string.Empty; + if (afterSnapshot == null) + { + summary = "无快照写入(可能被 SavePointEvaluator 拒绝)。"; + } + else + { + summary = $"落盘成功。\n" + + $"场景: {afterSnapshot.scene?.sceneName}\n" + + $"节点: {afterSnapshot.anchor?.nodeName}\n" + + $"SO: {afterSnapshot.anchor?.sceneSoName}\n" + + $"YarnProject: {afterSnapshot.anchor?.yarnProjectId}\n" + + $"Sections: {string.Join(", ", afterSnapshot.sections?.Keys ?? Enumerable.Empty())}\n" + + $"latest_slot: {(afterLatest.HasValue ? afterLatest.Value.ToString() : "无")}"; + } + + Log(summary); + } + catch (Exception ex) + { + Log($"TryAutoSave 失败: {ex}"); + } + } + + private void CopyAutoToManual(int slotIndex) + { + try + { + if (!SlotDirectory.Exists(SlotIndex.Auto)) + { + Log("自动档不存在,无法复制手动档。"); + return; + } + + SlotManager.CopyAutoToManual(slotIndex); + Log($"已复制自动档到 slot_{slotIndex}。"); + } + catch (Exception ex) + { + Log($"复制失败: {ex.Message}"); + } + } + + private void DeleteSlot(int slotIndex) + { + try + { + SlotManager.DeleteSlot(slotIndex); + Log($"已删除/清空 slot_{slotIndex}。"); + } + catch (Exception ex) + { + Log($"删除失败: {ex.Message}"); + } + } + + private void ClearAllSaves() + { + if (!EditorUtility.DisplayDialog("确认", "删除所有存档槽位?此操作不可撤销。", "删除", "取消")) + { + return; + } + + try + { + for (var i = SlotIndex.Auto; i <= SlotIndex.ManualEnd; i++) + { + SlotManager.DeleteSlot(i); + } + + var latestPath = SlotDirectory.GetLatestSlotIndexPath(); + if (File.Exists(latestPath)) + { + File.Delete(latestPath); + } + + Log("已清空所有槽位和 latest_slot 记录。"); + } + catch (Exception ex) + { + Log($"清空失败: {ex.Message}"); + } + } + + private void EvaluateSavePoint() + { + if (!Application.isPlaying) + { + Log("SavePointEvaluator 需要运行时状态(IsRestoring / GameManager pause)。请在 Play Mode 下执行。"); + return; + } + + try + { + var projectId = DialogController.Instance?.DialogueRunner?.YarnProject?.name; + var tags = ParseTestTags(_testTags); + var inProgress = SavePointEvaluator.InProgressNodeNames; + + if (SaveRestoreOrchestrator.IsAutoSaveSuppressed) + { + Log("全局门控: AutoSaveSuppressed"); + return; + } + + if (SaveRestoreOrchestrator.IsRestoring) + { + Log("全局门控: Restoring(读档重进走 OnRestoreEnterNode,不写盘)"); + return; + } + + if (GameManager.Instance != null && GameManager.Instance.state.isInPause) + { + Log("全局门控: GamePaused"); + return; + } + + var detourResume = !string.IsNullOrEmpty(_testNodeName) + && inProgress.Contains(_testNodeName); + var tagOk = SavePointEvaluator.EvaluateNodeTagsForAutoSave( + _testNodeName, tags, out var tagReason); + var wouldSave = !detourResume && tagOk; + + Log( + $"Project = {projectId ?? "(null)"}\n" + + $"InProgress = [{string.Join(", ", inProgress)}]\n" + + $"模拟节点 = {_testNodeName}, tags = [{string.Join(", ", tags)}]\n" + + $"DetourResume = {detourResume}\n" + + $"Tag 判定 = {tagOk}, TagReason = {tagReason}\n" + + $"OnNodeStart 会自动存 = {wouldSave}\n" + + $"(DialogController 当前上下文 CanAutoSave = {SavePointEvaluator.CanAutoSave(out var ctxReason)}, Reason = {ctxReason})"); + } + catch (Exception ex) + { + Log($"判定失败: {ex.Message}"); + } + } + + private static string[] ParseTestTags(string raw) + { + if (string.IsNullOrWhiteSpace(raw)) + { + return Array.Empty(); + } + + return raw.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries) + .Select(tag => tag.Trim()) + .Where(tag => tag.Length > 0) + .ToArray(); + } + + private void RestoreLatestSlot() + { + var latest = SlotManager.GetLatestSlotIndex(); + if (!latest.HasValue) + { + Log("没有 latest_slot,无法读档。"); + return; + } + + RestoreSlot(latest.Value); + } + + private void RestoreSlot(int slotIndex) + { + if (!Application.isPlaying) + { + Log("Restore 需要在 Play Mode 下执行。"); + return; + } + + if (GameManager.Instance == null) + { + Log("GameManager 未初始化,无法启动读档协程。"); + return; + } + + if (!SlotDirectory.Exists(slotIndex)) + { + Log($"slot_{slotIndex} 不存在,无法读档。"); + return; + } + + GameManager.Instance.StartWithSlot(slotIndex); + Log($"已启动 Restore slot_{slotIndex}。请观察 Restore Pipeline Log 与场景状态。"); + } + + private void OpenSaveDirectory() + { + var path = ConstRef.SaveFilePath; + if (!Directory.Exists(path)) + { + Directory.CreateDirectory(path); + } + + EditorUtility.RevealInFinder(path); + } + + #endregion + + #region Helpers + + private void PrintSnapshotSummary(SaveSnapshot snapshot, string label) + { + var json = SnapshotPersistence.Serialize(snapshot); + var lines = new List + { + $"=== {label} ===", + $"gameVersion: {snapshot.gameVersion}", + $"savedAt: {snapshot.savedAt}", + $"schemaVersion: {snapshot.schemaVersion}", + $"scene: {snapshot.scene?.sceneName}", + $"anchor.sceneSoName: {snapshot.anchor?.sceneSoName}", + $"anchor.yarnProjectId: {snapshot.anchor?.yarnProjectId}", + $"anchor.nodeName: {snapshot.anchor?.nodeName}", + $"yarnVariables.floats: {snapshot.yarnVariables?.floats?.Count ?? 0} entries", + $"yarnVariables.strings: {snapshot.yarnVariables?.strings?.Count ?? 0} entries", + $"yarnVariables.bools: {snapshot.yarnVariables?.bools?.Count ?? 0} entries", + $"sections: {(snapshot.sections != null ? string.Join(", ", snapshot.sections.Keys) : "null")}", + }; + + if (snapshot.sections != null) + { + AppendFixSectionHint(lines, snapshot, SnapshotProviderIds.PunchTape); + AppendFixSectionHint(lines, snapshot, SnapshotProviderIds.Fix); + AppendFixSectionHint(lines, snapshot, SnapshotProviderIds.FixPanel); + AppendFixSectionHint(lines, snapshot, SnapshotProviderIds.BodyModule); + AppendFixSectionHint(lines, snapshot, SnapshotProviderIds.Eye); + } + + lines.Add("JSON preview (first 1500 chars):"); + lines.Add(json.Length > 1500 ? json.Substring(0, 1500) + "..." : json); + + Log(string.Join("\n", lines)); + } + + private static void AppendFixSectionHint(List lines, SaveSnapshot snapshot, string sectionId) + { + if (snapshot.sections.ContainsKey(sectionId)) + { + lines.Add($" [fix-related] {sectionId}: captured"); + } + } + + private void Log(string message) + { + _lastLog = $"[{DateTime.Now:HH:mm:ss}] {message}"; + Debug.Log($"[SaveSystemValidator] {message}"); + Repaint(); + } + + #endregion + } +} diff --git a/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs.meta b/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs.meta new file mode 100644 index 000000000..c912867a3 --- /dev/null +++ b/Assets/Editor/SaveSystemValidation/SaveSystemValidationWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9719ab6f265683c4484a170f6c4dc843 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/Archive/AnalysisSystem.prefab b/Assets/Prefabs/Archive/AnalysisSystem.prefab index 76b942b86..633697aaf 100644 --- a/Assets/Prefabs/Archive/AnalysisSystem.prefab +++ b/Assets/Prefabs/Archive/AnalysisSystem.prefab @@ -1489,8 +1489,8 @@ MonoBehaviour: m_ShadowVolumeIntensityEnabled: 0 m_ShadowVolumeIntensity: 0.75 m_LocalBounds: - m_Center: {x: 0.69834995, y: -3.87525, z: 0} - m_Extent: {x: 9.61685, y: 5.77315, z: 0} + m_Center: {x: 0.69945, y: -3.8748999, z: 0} + m_Extent: {x: 9.62075, y: 5.7716, z: 0} m_PointLightInnerAngle: 360 m_PointLightOuterAngle: 360 m_PointLightInnerRadius: 0 @@ -1889,6 +1889,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 14 data: dialogViewType: 7 bubbleSlots: [] @@ -2230,6 +2231,7 @@ GameObject: m_Component: - component: {fileID: 1964514168895772326} - component: {fileID: 6318711606202227434} + - component: {fileID: 5359247006764324596} m_Layer: 0 m_Name: Analysis Camera m_TagString: Untagged @@ -2292,6 +2294,19 @@ MonoBehaviour: m_Calls: [] m_LegacyBlendHint: 0 m_ComponentOwner: {fileID: 7397998753940568990} +--- !u!114 &5359247006764324596 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 9005043052954555028} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7432789ba6bd1a340b824676e1e56184, type: 3} + m_Name: + m_EditorClassIdentifier: + cameraType: 27 --- !u!1 &9040823909663253672 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/FixSystemPrefabs/ActorAnimaEx.prefab b/Assets/Prefabs/FixSystemPrefabs/ActorAnimaEx.prefab index 3c931c8b4..25d6eda5b 100644 --- a/Assets/Prefabs/FixSystemPrefabs/ActorAnimaEx.prefab +++ b/Assets/Prefabs/FixSystemPrefabs/ActorAnimaEx.prefab @@ -119,13 +119,3 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 79080239c808e074cbbffada2dd2045b, type: 3} m_Name: m_EditorClassIdentifier: - actorData: - onSave: - m_PersistentCalls: - m_Calls: [] - actorName: - slotName: - actorType: 0 - stateName: - alpha: 0 - faceParam: 0 diff --git a/Assets/Prefabs/FixSystemPrefabs/Clinic System.prefab b/Assets/Prefabs/FixSystemPrefabs/Clinic System.prefab index c089cbca1..891b751a1 100644 --- a/Assets/Prefabs/FixSystemPrefabs/Clinic System.prefab +++ b/Assets/Prefabs/FixSystemPrefabs/Clinic System.prefab @@ -1359,8 +1359,8 @@ MonoBehaviour: m_ShadowVolumeIntensityEnabled: 0 m_ShadowVolumeIntensity: 0.75 m_LocalBounds: - m_Center: {x: 0.032999992, y: -0.060499907, z: 0} - m_Extent: {x: 14.1184, y: 5.5629997, z: 0} + m_Center: {x: 0.03494978, y: -0.07005, z: 0} + m_Extent: {x: 14.116449, y: 5.57125, z: 0} m_PointLightInnerAngle: 360 m_PointLightOuterAngle: 360 m_PointLightInnerRadius: 0 @@ -1959,6 +1959,7 @@ GameObject: m_Component: - component: {fileID: 8988582123737961170} - component: {fileID: 5690280413635320205} + - component: {fileID: 3792378371869211096} m_Layer: 0 m_Name: Clinic Camera m_TagString: Untagged @@ -2021,6 +2022,19 @@ MonoBehaviour: m_Calls: [] m_LegacyBlendHint: 0 m_ComponentOwner: {fileID: 6713959257411942534} +--- !u!114 &3792378371869211096 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 6462107428085023161} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7432789ba6bd1a340b824676e1e56184, type: 3} + m_Name: + m_EditorClassIdentifier: + cameraType: 1 --- !u!1 &6543365627926242830 GameObject: m_ObjectHideFlags: 0 @@ -2352,6 +2366,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 1 data: dialogViewType: 1 bubbleSlots: [] @@ -2618,6 +2633,7 @@ GameObject: m_Component: - component: {fileID: 1289813725535206033} - component: {fileID: 258174790319769401} + - component: {fileID: 3093863673183708419} m_Layer: 0 m_Name: Cooling Camera m_TagString: Untagged @@ -2680,3 +2696,16 @@ MonoBehaviour: m_Calls: [] m_LegacyBlendHint: 0 m_ComponentOwner: {fileID: 7830223793077688558} +--- !u!114 &3093863673183708419 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 8940458651926956810} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7432789ba6bd1a340b824676e1e56184, type: 3} + m_Name: + m_EditorClassIdentifier: + cameraType: 2 diff --git a/Assets/Prefabs/FixSystemPrefabs/维修面板.prefab b/Assets/Prefabs/FixSystemPrefabs/维修面板.prefab index 17c7c45b7..7ce62ce19 100644 --- a/Assets/Prefabs/FixSystemPrefabs/维修面板.prefab +++ b/Assets/Prefabs/FixSystemPrefabs/维修面板.prefab @@ -314,6 +314,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 2 data: dialogViewType: 1 bubbleSlots: [] @@ -3738,8 +3739,8 @@ MonoBehaviour: m_ShadowVolumeIntensityEnabled: 0 m_ShadowVolumeIntensity: 0.75 m_LocalBounds: - m_Center: {x: 1.0151496, y: -0.29139996, z: 0} - m_Extent: {x: 9.51335, y: 5.7815, z: 0} + m_Center: {x: 1.0096002, y: -0.28734994, z: 0} + m_Extent: {x: 9.517401, y: 5.78485, z: 0} m_PointLightInnerAngle: 360 m_PointLightOuterAngle: 360 m_PointLightInnerRadius: 0 @@ -5627,6 +5628,7 @@ GameObject: m_Component: - component: {fileID: 1889762346782579021} - component: {fileID: 3716913445776683536} + - component: {fileID: 5278726175082458229} m_Layer: 0 m_Name: "\u7EF4\u4FEECamera" m_TagString: Untagged @@ -5689,6 +5691,19 @@ MonoBehaviour: m_Calls: [] m_LegacyBlendHint: 0 m_ComponentOwner: {fileID: 3278475590530006880} +--- !u!114 &5278726175082458229 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 5066268949161876364} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 7432789ba6bd1a340b824676e1e56184, type: 3} + m_Name: + m_EditorClassIdentifier: + cameraType: 3 --- !u!1 &5114016245373086303 GameObject: m_ObjectHideFlags: 0 @@ -9389,7 +9404,7 @@ RectTransform: m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} m_AnchoredPosition: {x: -0.206, y: 0.768} - 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{fileID: 441796250} diff --git a/Assets/Scenes/梦境.unity b/Assets/Scenes/梦境.unity index 6e099b94b..6a0be98ae 100644 --- a/Assets/Scenes/梦境.unity +++ b/Assets/Scenes/梦境.unity @@ -735,6 +735,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 10 data: dialogViewType: 2 bubbleSlots: [] diff --git a/Assets/Scenes/酒吧场景.unity b/Assets/Scenes/酒吧场景.unity index 1c2160d26..55b14f693 100644 --- a/Assets/Scenes/酒吧场景.unity +++ b/Assets/Scenes/酒吧场景.unity @@ -785,6 +785,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 10 data: dialogViewType: 1 bubbleSlots: [] @@ -1358,6 +1359,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8225446392f64688813d628ffb56cc7c, type: 3} m_Name: m_EditorClassIdentifier: + slotKey: 11 data: dialogViewType: 1 bubbleSlots: [] diff --git a/Assets/ScriptableObjects/SceneSO/Demo/Day1_night.asset b/Assets/ScriptableObjects/SceneSO/Demo/Day1_night.asset index 834c9cba2..23b912f38 100644 --- a/Assets/ScriptableObjects/SceneSO/Demo/Day1_night.asset +++ b/Assets/ScriptableObjects/SceneSO/Demo/Day1_night.asset @@ -16,7 +16,7 @@ MonoBehaviour: - exitName: default targetScene: {fileID: 11400000, guid: 653fbfbb55fef7740a2360590e29d552, type: 2} yarnProject: {fileID: 7545569452688597077, guid: 29ebe788cfe2c084e88ffdd8e2f93378, type: 3} - firstSceneName: Scene/ClinicOut + firstSceneName: "Scene/\u9152\u5427\u573A\u666F" title: "\u9152\u676F\u548C\u724C" description: "\u9152\u676F\u548C\u724C" coverPic: {fileID: 21300000, guid: df86302e77350e34ea422cd24043dd93, type: 3} diff --git a/Assets/Scripts/AssetRefs/ConstRef.cs b/Assets/Scripts/AssetRefs/ConstRef.cs index 9980b77a9..2d9b8f360 100644 --- a/Assets/Scripts/AssetRefs/ConstRef.cs +++ b/Assets/Scripts/AssetRefs/ConstRef.cs @@ -23,6 +23,26 @@ namespace AibisDream.Utility public static readonly string SaveFilePath = Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "saves"); + /// 测试阶段自动存档历史目录;每次自动存档独立子文件夹,不覆盖正式槽位。 + public static readonly string TestAutoSaveArchivePath = + Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "testsavs"); + + /// P2 槽位相关常量。 + public const int SaveSlotCount = 8; + public const int SaveThumbnailWidth = 640; + public const int SaveThumbnailHeight = 360; + public const string SaveSlotDirPrefix = "slot_"; + public const string SaveSnapshotFileName = "snapshot"; + public const string SaveMetaFileName = "meta"; + public const string SaveThumbnailFileName = "thumbnail"; + public const string LatestSlotFileName = "latest_slot"; + + /// P1 快照层自测落盘路径(P2 槽位层接管后迁移)。 + public static readonly string SnapshotTestPath = + Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "snapshot_test"); + + public const string SnapshotTestFileName = "latest_snapshot"; + public static readonly string ChapterProgressPath = Path.Combine(Application.persistentDataPath, "AllOurBrokenParts", "Config", "chapter.json"); public static readonly string CharacterConfigPath = Path.Combine(Application.streamingAssetsPath, "Config", "character.csv"); diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs index efd9e26d8..faf3ab03b 100644 --- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs +++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs @@ -15,7 +15,7 @@ namespace AibisDream public static void NextYarn(string exitName = null) { EnumEventSystem.Global.Send(EventEnum.NextYarn); - StorageSystem.Instance.ClearLocal(); + YarnVariableStorage.Instance.ClearLocal(); DialogController.Instance.StartCoroutine(GameManager.Instance.NextSceneSo(exitName)); } diff --git a/Assets/Scripts/Dialog System/DialogController.cs b/Assets/Scripts/Dialog System/DialogController.cs index cd2dd40ce..945090d2b 100644 --- a/Assets/Scripts/Dialog System/DialogController.cs +++ b/Assets/Scripts/Dialog System/DialogController.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using AibisDream.Kit; +using AibisDream.SaveSystem; using UnityEngine; using UnityEngine.Events; using AibisDream.Framework; @@ -16,20 +17,30 @@ namespace AibisDream [SerializeField] private LineAdvanceInput lineAdvanceInput; + private string _currentNodeName; + private string[] _currentNodeTags; + private void Start() { _dialogueRunner = GetComponentInChildren(); _dialogueRunner.onDialogueStart ??= new UnityEvent(); _dialogueRunner.onDialogueComplete ??= new UnityEvent(); + _dialogueRunner.onNodeStart ??= new UnityEventString(); + _dialogueRunner.onNodeComplete ??= new UnityEventString(); _dialogueRunner.onDialogueStart.AddListener(() => { EnumEventSystem.Global.Send(InteractionEventEnum.DialogStart); }); + _dialogueRunner.onDialogueComplete.AddListener(() => { EnumEventSystem.Global.Send(InteractionEventEnum.DialogEnd); + ClearCurrentNodeContext(); }); + + _dialogueRunner.onNodeStart.AddListener(OnNodeStart); + _dialogueRunner.onNodeComplete.AddListener(OnNodeComplete); } private void OnEnable() @@ -76,6 +87,7 @@ namespace AibisDream /// Yarn组 public void StartDialog(YarnProject yarnProject) { + PrepareYarnProjectForDialog(yarnProject); _dialogueRunner.SetProject(yarnProject); _ = _dialogueRunner.StartDialogue("Start"); } @@ -83,14 +95,21 @@ namespace AibisDream public void StopDialog() { _ = _dialogueRunner.Stop(); - StorageSystem.Instance.Clear(); + SavePointEvaluator.ResetForProject(null); + YarnVariableStorage.Instance.Clear(); DialogUIManager.Instance.HideDialog(); } public void LoadDialog(YarnProject yarnProject) { + PrepareYarnProjectForDialog(yarnProject); _dialogueRunner.SetProject(yarnProject); - _ = _dialogueRunner.StartDialogue("Center"); + } + + private static void PrepareYarnProjectForDialog(YarnProject yarnProject) + { + var projectId = yarnProject != null ? yarnProject.name : null; + SavePointEvaluator.ResetForProjectIfChanged(projectId); } public void StartDialogNode(string nodeName) @@ -140,30 +159,66 @@ namespace AibisDream /// public (string nodeName, IReadOnlyList tags) GetCurrentNodeContext() { - if (_dialogueRunner == null) + if (string.IsNullOrEmpty(_currentNodeName)) { return (null, Array.Empty()); } - var dialogue = _dialogueRunner.Dialogue; - if (dialogue == null) + return (_currentNodeName, _currentNodeTags ?? Array.Empty()); + } + + private void OnNodeStart(string nodeName) + { + UpdateCurrentNodeContext(nodeName); + + var projectId = _dialogueRunner?.YarnProject?.name; + var tags = _currentNodeTags ?? Array.Empty(); + + if (SaveRestoreOrchestrator.IsRestoring) { - return (null, Array.Empty()); + SavePointEvaluator.OnRestoreEnterNode(projectId, nodeName); + return; } - var nodeName = dialogue.CurrentNode; - if (string.IsNullOrEmpty(nodeName)) + if (!SavePointEvaluator.OnNodeStartForAutoSave(projectId, nodeName, tags, out var reason)) { - return (null, Array.Empty()); + if (reason == SavePointRejectReason.DetourResume) + { + Debug.Log($"[DialogController] 跳过 detour 返回续跑的自动存档: {nodeName}"); + } + + return; } - var tagsHeader = dialogue.GetHeaderValue(nodeName, "tags"); - if (string.IsNullOrWhiteSpace(tagsHeader)) + StartCoroutine(SaveRestoreOrchestrator.AutoSaveRoutine(nodeName)); + } + + private void OnNodeComplete(string nodeName) + { + SavePointEvaluator.OnNodeComplete(_dialogueRunner?.YarnProject?.name, nodeName); + ClearCurrentNodeContext(); + } + + private void UpdateCurrentNodeContext(string nodeName) + { + if (_dialogueRunner == null || _dialogueRunner.Dialogue == null) { - return (nodeName, Array.Empty()); + ClearCurrentNodeContext(); + return; } - return (nodeName, tagsHeader.Split(Array.Empty(), StringSplitOptions.RemoveEmptyEntries)); + _currentNodeName = nodeName; + + var tagsHeader = _dialogueRunner.Dialogue.GetHeaderValue(nodeName, "tags"); + _currentNodeTags = string.IsNullOrWhiteSpace(tagsHeader) + ? Array.Empty() + : tagsHeader.Split(Array.Empty(), StringSplitOptions.RemoveEmptyEntries); + } + + private void ClearCurrentNodeContext() + { + _currentNodeName = null; + _currentNodeTags = null; } #region 推进方式修改 diff --git a/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs b/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs index 44e6f72cf..2159af7f7 100644 --- a/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs +++ b/Assets/Scripts/FixSystem/Memory/MemoryProcess.cs @@ -4,7 +4,7 @@ using UnityEngine; using DG.Tweening; using Yarn.Unity; using AibisDream.Framework; -using Cinemachine; +using AibisDream.Kit; using UnityEngine.Rendering; using UnityEngine.UI; using AibisDream.Kit; @@ -37,8 +37,6 @@ namespace AibisDream.FixSystem private static readonly int EnableSaturationId = Shader.PropertyToID("_EnableSaturation"); private static readonly int SaturationId = Shader.PropertyToID("_Saturation"); - [SerializeField] private BubbleSlotGroup bubbleSlotGroup; - public BubbleSlotGroup BubbleSlotGroup => bubbleSlotGroup; [SerializeField] private GameObject memoryView; [SerializeField] private GameObject projector; [SerializeField] private SpriteRenderer memoryFinishedSpriteRenderer; // 用于显示记忆处理结束的表现 @@ -55,7 +53,6 @@ namespace AibisDream.FixSystem [SerializeField] private CanvasGroup playBackground; [SerializeField] private GameObject memoryGroup; - [SerializeField] private CinemachineVirtualCamera memoryCamera; private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆 private bool isPlayingFaderSound = false; // 追踪音效是否正在播放 @@ -163,8 +160,6 @@ namespace AibisDream.FixSystem FixSystemCenter.SystemDic.Register(this); if (memoryGroup != null) memoryGroup.SetActive(false); - if (memoryCamera != null) - CameraKit.Instance.RegisterCamera(CameraEnum.Memory, memoryCamera); } @@ -363,7 +358,7 @@ namespace AibisDream.FixSystem /// /// 单条记忆播放结束后的复位:不调用 (避免再次锁条并触发打开 Timeline), - /// 仅禁用拖动;完整 仅在退出 执行。 + /// 仅禁用拖动;完整 仅在退出 执行。 /// private void ResetAfterMemoryFinished() { diff --git a/Assets/Scripts/FixSystem/PunchType/PunchTapeManager.cs b/Assets/Scripts/FixSystem/PunchType/PunchTapeManager.cs index 6e09c85f0..c4f1ad069 100644 --- a/Assets/Scripts/FixSystem/PunchType/PunchTapeManager.cs +++ b/Assets/Scripts/FixSystem/PunchType/PunchTapeManager.cs @@ -1,14 +1,14 @@ using System; -using System.Collections; using System.Collections.Generic; +using System.Linq; using AibisDream.Kit; +using AibisDream.SaveSystem; using UnityEngine; -using AibisDream.Framework; namespace AibisDream.FixSystem { /// - /// 打孔带系统入口:收藏数据、存档注册、Yarn 命令、弹窗与收藏夹面板代理。 + /// 打孔带系统入口:收藏数据、Yarn 命令、弹窗与收藏夹面板代理。 /// public class PunchTapeManager : Singleton { @@ -19,48 +19,54 @@ namespace AibisDream.FixSystem [SerializeField] private PunchTapePrinter punchTapePrinter; public PunchTapePrinter PunchTapePrinter => punchTapePrinter; - private readonly PunchTapeCollectionData _collectionData = new(); + private readonly List _favorites = new(); private GameObject currentPunchTapeGO; /// 收藏列表变更时通知 等订阅方。 public event Action OnCollectionChanged; - public override void OnSingletonInit() - { - StorageSystem.Instance.RegisterData(_collectionData); - _collectionData.LoadEvent += OnCollectionDataLoaded; - } - - public override void OnSingletonDestroy() - { - _collectionData.LoadEvent -= OnCollectionDataLoaded; - } - - private void OnCollectionDataLoaded(PunchTapeCollectionData data) - { - OnCollectionChanged?.Invoke(); - } - public IReadOnlyList GetFavorites() { - return _collectionData.punchTapeFavorites; + return _favorites; + } + + public PunchTapeSnapshotDto CapturePunchTapeSnapshot() + { + return new PunchTapeSnapshotDto + { + favorites = _favorites.Select(t => new PunchTape(t.Category, t.ClueName, t.MemoryIndex) + { + used = t.used + }).ToList() + }; + } + + public void ApplyPunchTapeSnapshot(PunchTapeSnapshotDto dto) + { + _favorites.Clear(); + if (dto?.favorites != null) + { + _favorites.AddRange(dto.favorites); + } + + OnCollectionChanged?.Invoke(); } public void AddPunchTape(PunchTape punchTape) { if (punchTape == null) return; - if (_collectionData.punchTapeFavorites.Contains(punchTape)) + if (_favorites.Contains(punchTape)) return; - _collectionData.punchTapeFavorites.Add(punchTape); + _favorites.Add(punchTape); OnCollectionChanged?.Invoke(); } public void RemovePunchTape(PunchTape punchTape) { if (punchTape == null) return; - if (!_collectionData.punchTapeFavorites.Remove(punchTape)) + if (!_favorites.Remove(punchTape)) return; OnCollectionChanged?.Invoke(); @@ -129,20 +135,4 @@ namespace AibisDream.FixSystem currentPunchTapeGO = null; } } - - /// - /// 打孔带收藏列表的存档载体;由 注册到 。 - /// - public class PunchTapeCollectionData : IData - { - public List punchTapeFavorites = new(); - - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; - } - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs index 067cfd228..38104e494 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/BodyModuleSystem.cs @@ -1,12 +1,12 @@ -using System; +using System; using System.Collections; using System.Collections.Generic; using System.Linq; -using AibisDream.Framework; -using Cinemachine; using JetBrains.Annotations; using UnityEngine; +using AibisDream.FixSystem; using AibisDream.Kit; +using AibisDream.SaveSystem; namespace AibisDream.FixSystem { @@ -25,10 +25,13 @@ namespace AibisDream.FixSystem #region 系统状态 - private readonly ModuleSystemData _data = new(); + private ModuleState _moduleState = ModuleState.Body; public bool inHotErr; private int _heatValue; + /// 获取当前 BodyModule 分组(Body/Head)。 + public ModuleState GetCurrentModuleState() => _moduleState; + private int HeatValue { get => _heatValue; @@ -55,9 +58,6 @@ namespace AibisDream.FixSystem private void InitComponentRefs() { - // 注册数据 - StorageSystem.Instance.RegisterData(_data); - // 处理内部索引 _bodyModuleGroup = transform.Find("Scalehandler")?.transform.Find("Body Module Group")?.gameObject; _headModuleGroup = transform.Find("Scalehandler")?.transform.Find("Head Module Group")?.gameObject; @@ -70,16 +70,73 @@ namespace AibisDream.FixSystem // 注册到维修系统管理器 RepairSystemManager.Register(this); - - // 注册Camera - var virtualCam2 = transform.Find("Body Module Camera Center").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.BodyModuleCenter, virtualCam2); } - private void OnDestroy() + /// 捕获插线模块持久状态(分组 + UF + Chip + 高亮/报警)。 + public BodyModuleSnapshotDto CaptureBodyModuleSnapshot() { - StorageSystem.Instance.UnregisterData(); - CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModuleCenter); + var dto = new BodyModuleSnapshotDto + { + moduleState = _moduleState.ToString() + }; + + var ufModule = FindBodyModuleByName("UF")?.GetComponent(); + ufModule?.CaptureState(dto); + + var chipModule = FindBodyModuleByName("Color")?.GetComponent(); + chipModule?.CaptureState(dto); + + foreach (var module in EnumerateAllBodyModules()) + { + var name = module.data.moduleName; + if (module.IsHighlighted) dto.highlightedModules.Add(name); + if (module.IsAlarmed) dto.alarmedModules.Add(name); + } + + return dto; + } + + /// 写回插线模块持久状态;须在 fix cue 还原之后调用。 + public void ApplyBodyModuleSnapshot(BodyModuleSnapshotDto dto) + { + if (dto == null) return; + + if (!string.IsNullOrEmpty(dto.moduleState) + && Enum.TryParse(dto.moduleState, out var moduleState)) + { + SwitchModuleGroup(moduleState); + } + + var ufModule = FindBodyModuleByName("UF")?.GetComponent(); + ufModule?.ApplyState(dto); + + var chipModule = FindBodyModuleByName("Color")?.GetComponent(); + chipModule?.ApplyState(dto); + + var highlighted = new HashSet(dto.highlightedModules ?? Enumerable.Empty()); + var alarmed = new HashSet(dto.alarmedModules ?? Enumerable.Empty()); + + foreach (var module in EnumerateAllBodyModules()) + { + var name = module.data.moduleName; + module.Highlight(highlighted.Contains(name)); + module.Alarm(alarmed.Contains(name)); + } + } + + private IEnumerable EnumerateAllBodyModules() + { + if (_bodyModuleGroup != null) + { + foreach (var module in _bodyModuleGroup.GetComponentsInChildren(true)) + yield return module; + } + + if (_headModuleGroup != null) + { + foreach (var module in _headModuleGroup.GetComponentsInChildren(true)) + yield return module; + } } /// @@ -242,8 +299,7 @@ namespace AibisDream.FixSystem // 重新获取ModuleGroup var root = moduleState == ModuleState.Body ? _bodyModuleGroup : _headModuleGroup; BodyModules = root?.GetComponentsInChildren().ToList(); - // 更改data - _data.moduleState = moduleState; + _moduleState = moduleState; } /// @@ -383,18 +439,6 @@ namespace AibisDream.FixSystem } } - [LoadIndex(2)] - public class ModuleSystemData : IData - { - public ModuleState moduleState; - - public IEnumerator Load() - { - FixSystemCenter.SystemDic.Get().SwitchModuleGroup(moduleState); - yield break; - } - } - public enum ModuleState { Body, diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs index 46cfb6c71..a9e3aa142 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/CableSystem.cs @@ -67,7 +67,7 @@ namespace AibisDream.FixSystem private void LoadCableState() { - if (StorageSystem.Instance.TryGetValue(CableRetractedKey, out bool savedRetractedState)) + if (YarnVariableStorage.Instance.TryGetValue(CableRetractedKey, out bool savedRetractedState)) { if (isCableRetracted) { @@ -89,7 +89,7 @@ namespace AibisDream.FixSystem private void SaveCableState() { Debug.Log("Save cableRetractedstate" + isCableRetracted); - StorageSystem.Instance.SetValue(CableRetractedKey, isCableRetracted); + YarnVariableStorage.Instance.SetValue(CableRetractedKey, isCableRetracted); } private void Update() diff --git a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs index 18df3d287..2e4cdcee2 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/CuttingManager.cs @@ -1,7 +1,6 @@ using UnityEngine; using AibisDream.FixSystem; using Cinemachine; -using AibisDream.Framework; using DG.Tweening; using System.Collections; using AibisDream.Kit; @@ -10,7 +9,6 @@ namespace AibisDream { public class CuttingManager : MonoBehaviour { - public BubbleSlotGroup bubbleSlotGroup; [Header("切割组件")] public GameObject gearFollowerPrefab; public GameObject entrancePanelPrefab; // 入场面板预制体 @@ -30,21 +28,7 @@ namespace AibisDream private void Awake() { - // 注册 FixSystemCenter.SystemDic.Register(this); - var virtualCam1 = transform.Find("Cut Emo Camera").GetComponent(); - var virtualCam2 = transform.Find("Cut Memory Camera").GetComponent(); - var virtualCam3 = transform.Find("Cut Logic Camera").GetComponent(); - var virtualCam4 = transform.Find("Cut Emo Deep Camera").GetComponent(); - var virtualCam5 = transform.Find("Cut Memory Deep Camera").GetComponent(); - var virtualCam6 = transform.Find("Cut Logic Deep Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.CutEmo, virtualCam1); - CameraKit.Instance.RegisterCamera(CameraEnum.CutMemory, virtualCam2); - CameraKit.Instance.RegisterCamera(CameraEnum.CutLogic, virtualCam3); - CameraKit.Instance.RegisterCamera(CameraEnum.CutEmoDeep, virtualCam4); - CameraKit.Instance.RegisterCamera(CameraEnum.CutMemoryDeep, virtualCam5); - CameraKit.Instance.RegisterCamera(CameraEnum.CutLogicDeep, virtualCam6); - _mainCamera = Camera.main; } @@ -311,17 +295,8 @@ namespace AibisDream private void OnDestroy() { - // 从系统字典中注销 FixSystemCenter.SystemDic.Unregister(); - // 清理相机注册 - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutEmo); - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutMemory); - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutLogic); - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutEmoDeep); - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutMemoryDeep); - CameraKit.Instance.UnRegisterCamera(CameraEnum.CutLogicDeep); - // 强制清理所有相关对象 if (gearFollower != null) { diff --git a/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs b/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs index 99f81bad1..de429d3d8 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/Modules/BodyModule.cs @@ -28,6 +28,10 @@ namespace AibisDream.FixSystem /// Yarn 可能在 Start 里异步加载材质完成前就调用 ModuleHightLight,需记下来待加载后再套材质。 /// private bool _wantsHighlight; + private bool _wantsAlarm; + + public bool IsHighlighted => _wantsHighlight; + public bool IsAlarmed => _wantsAlarm; [SerializeField] private SpriteRenderer targetSpriteRenderer; // 目标的 SpriteRenderer @@ -99,7 +103,7 @@ namespace AibisDream.FixSystem else Debug.LogError("[BodyModule] Failed to load AlarmMaterial"); - ApplyHighlightVisual(); + ApplyModuleVisual(); } #region 插槽功能 @@ -165,23 +169,25 @@ namespace AibisDream.FixSystem public void Highlight(bool enable) { _wantsHighlight = enable; - ApplyHighlightVisual(); - } - - private void ApplyHighlightVisual() - { - if (targetSpriteRenderer == null || _highlightMaterial == null) return; - if (_alarmMaterial != null && targetSpriteRenderer.material == _alarmMaterial) return; - - targetSpriteRenderer.material = _wantsHighlight ? _highlightMaterial : _originalMaterial; + ApplyModuleVisual(); } public void Alarm(bool enable) { - if (targetSpriteRenderer != null && _alarmMaterial != null) - { - targetSpriteRenderer.material = enable ? _alarmMaterial : _originalMaterial; - } + _wantsAlarm = enable; + ApplyModuleVisual(); + } + + private void ApplyModuleVisual() + { + if (targetSpriteRenderer == null) return; + + if (_wantsAlarm && _alarmMaterial != null) + targetSpriteRenderer.material = _alarmMaterial; + else if (_wantsHighlight && _highlightMaterial != null) + targetSpriteRenderer.material = _highlightMaterial; + else + targetSpriteRenderer.material = _originalMaterial; } #endregion diff --git a/Assets/Scripts/FixSystemNew/BodyModule/Modules/ChipModule.cs b/Assets/Scripts/FixSystemNew/BodyModule/Modules/ChipModule.cs index e031add1e..205238964 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/Modules/ChipModule.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/Modules/ChipModule.cs @@ -1,27 +1,15 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using AibisDream.Framework; -using AibisDream; -using System; - +using AibisDream.SaveSystem; public class ChipModule : MonoBehaviour { private GameObject _chipModule; - - private ChipData _chipData=new (); + private bool _isChipRemoved; private void Awake() { - // 将数据注册到数据容器内 - StorageSystem.Instance.RegisterData(_chipData); - // 添加加载逻辑 - _chipData.LoadEvent += LoadData; _chipModule = transform.Find("Chip").gameObject; } - // Start is called before the first frame update - public void RemoveChipModule() { @@ -30,7 +18,7 @@ public class ChipModule : MonoBehaviour _chipModule.SetActive(false); } - _chipData.isChipRemoved = true; + _isChipRemoved = true; } public void InstallChipModule() @@ -40,35 +28,29 @@ public class ChipModule : MonoBehaviour _chipModule.SetActive(true); } - _chipData.isChipRemoved = false; + _isChipRemoved = false; + } + + public void CaptureState(BodyModuleSnapshotDto dto) + { + if (dto == null) return; + dto.isChipRemoved = _isChipRemoved; + } + + public void ApplyState(BodyModuleSnapshotDto dto) + { + if (dto == null) return; + _isChipRemoved = dto.isChipRemoved; + Chipinit(); } public void Chipinit() { - _chipModule.SetActive(!_chipData.isChipRemoved); + _chipModule.SetActive(!_isChipRemoved); } - - private void LoadData(ChipData ufData) - { - Chipinit(); // 读取存档文件时触发,将当前系统恢复为目标状态 - } - - void Start() + private void Start() { Chipinit(); } } - -public class ChipData : IData -{ - public bool isChipRemoved = false; - - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; - } -} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/BodyModule/Modules/UFModule.cs b/Assets/Scripts/FixSystemNew/BodyModule/Modules/UFModule.cs index c80038434..044af6757 100644 --- a/Assets/Scripts/FixSystemNew/BodyModule/Modules/UFModule.cs +++ b/Assets/Scripts/FixSystemNew/BodyModule/Modules/UFModule.cs @@ -1,25 +1,19 @@ using UnityEngine; -using AibisDream.Framework; -using AibisDream; -using System; -using System.Collections; +using AibisDream.SaveSystem; public class UFModule : MonoBehaviour { private GameObject _ufCover; private GameObject _ufModule; - private GameObject _ufSocket; - private GameObject _ufColor; - private UFData _ufData = new(); + + private bool _isUFCoverRemoved; + private bool _isUFRemoved; + private bool _isColorRemoved; private void Awake() { - // 将数据注册到数据容器内 - StorageSystem.Instance.RegisterData(_ufData); - // 添加加载逻辑 - _ufData.LoadEvent += LoadData; _ufModule = transform.Find("Module Pic").gameObject; _ufSocket = transform.Find("Socket").gameObject; _ufCover = _ufModule.transform.Find("Cover").gameObject; @@ -33,7 +27,7 @@ public class UFModule : MonoBehaviour _ufCover.SetActive(false); } - _ufData.isUFCoverRemoved = true; + _isUFCoverRemoved = true; } public void RemoveUFModule() @@ -42,10 +36,9 @@ public class UFModule : MonoBehaviour { _ufModule.SetActive(false); _ufSocket.SetActive(false); - } - _ufData.isUFRemoved = true; + _isUFRemoved = true; } public void InstallUFCover() @@ -55,7 +48,7 @@ public class UFModule : MonoBehaviour _ufCover.SetActive(true); } - _ufData.isUFCoverRemoved = false; + _isUFCoverRemoved = false; } public void InstallUFModule() @@ -66,8 +59,9 @@ public class UFModule : MonoBehaviour _ufSocket.SetActive(true); } - _ufData.isUFRemoved = false; + _isUFRemoved = false; } + public void InstallUFColor() { if (!_ufColor.activeInHierarchy) @@ -75,8 +69,9 @@ public class UFModule : MonoBehaviour _ufColor.SetActive(true); } - _ufData.isColorRemoved = false; + _isColorRemoved = false; } + public void RemoveUFColor() { if (_ufColor.activeInHierarchy) @@ -84,42 +79,36 @@ public class UFModule : MonoBehaviour _ufColor.SetActive(false); } - _ufData.isColorRemoved = true; + _isColorRemoved = true; } + public void CaptureState(BodyModuleSnapshotDto dto) + { + if (dto == null) return; + dto.isUFCoverRemoved = _isUFCoverRemoved; + dto.isUFRemoved = _isUFRemoved; + dto.isColorRemoved = _isColorRemoved; + } + + public void ApplyState(BodyModuleSnapshotDto dto) + { + if (dto == null) return; + _isUFCoverRemoved = dto.isUFCoverRemoved; + _isUFRemoved = dto.isUFRemoved; + _isColorRemoved = dto.isColorRemoved; + UFinit(); + } public void UFinit() { - _ufModule.SetActive(!_ufData.isUFRemoved); - _ufSocket.SetActive(!_ufData.isUFRemoved); - _ufCover.SetActive(!_ufData.isUFCoverRemoved); - _ufColor.SetActive(!_ufData.isColorRemoved); + _ufModule.SetActive(!_isUFRemoved); + _ufSocket.SetActive(!_isUFRemoved); + _ufCover.SetActive(!_isUFCoverRemoved); + _ufColor.SetActive(!_isColorRemoved); } - - private void LoadData(UFData ufData) - { - UFinit(); // 读取存档文件时触发,将当前系统恢复为目标状态 - } - - void Start() + private void Start() { UFinit(); } } - -public class UFData : IData -{ - public bool isUFCoverRemoved = false; - public bool isUFRemoved = false; - - public bool isColorRemoved = false; - - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; - } -} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/Cable/Plug.cs b/Assets/Scripts/FixSystemNew/Cable/Plug.cs index 490f7d52a..bfde86d9c 100644 --- a/Assets/Scripts/FixSystemNew/Cable/Plug.cs +++ b/Assets/Scripts/FixSystemNew/Cable/Plug.cs @@ -94,6 +94,32 @@ namespace AibisDream.FixSystem OnPullUpSocket?.Invoke(); } + /// 读档/静默:仅恢复插头精灵可见,不触发 CablePanel 事件。 + public void PullUpSocketSilent() + { + _sprite.enabled = true; + } + + /// 读档:无动画回到初始位。 + public void RestoreAtStartPositionImmediate() + { + transform.rotation = _defaultRotation; + transform.position = _startPos; + } + + /// 读档:无动画插入指定 socket 的视觉终态。 + public void RestoreInsertedAt(Transform socketPos) + { + if (socketPos == null) return; + transform.position = socketPos.position; + _sprite.enabled = false; + } + + public void SetSpriteVisible(bool visible) + { + _sprite.enabled = visible; + } + private void OnDrag(BaseEventData eventData) { if (!_isDragging) return; diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs index af497a270..e8b462b96 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicSystem.cs @@ -1,28 +1,18 @@ using AibisDream.FixSystem; -using AibisDream.Framework; -using Cinemachine; using UnityEngine; namespace AibisDream { public class ClinicSystem : MonoBehaviour - { - [HideInInspector] public BubbleSlotGroup bubbleSlotGroup; - + { private void Awake() { FixSystemCenter.SystemDic.Register(this); - bubbleSlotGroup = transform.Find("Bubble Slot Group").GetComponent(); - - // 注册Camera - var clinicCam = transform.Find("Clinic Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.Clinic, clinicCam); } private void OnDestroy() { FixSystemCenter.SystemDic.Unregister(); - CameraKit.Instance.UnRegisterCamera(CameraEnum.Clinic); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/FixSceneContext.cs b/Assets/Scripts/FixSystemNew/FixSceneContext.cs new file mode 100644 index 000000000..98c83c186 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/FixSceneContext.cs @@ -0,0 +1,44 @@ +using AibisDream.Framework; + +namespace AibisDream.FixSystem +{ + /// + /// Runtime registry for systems available to the Fix scene director and cues. + /// The old SystemDic field remains as a compatibility bridge while call sites migrate. + /// + public class FixSceneContext + { + public IOCContainer Registry { get; } + + public FixSceneContext(IOCContainer registry) + { + Registry = registry; + } + + public void Register(T instance) + { + Registry.Register(instance); + } + + public T Get() where T : class + { + return Registry.Get(); + } + + public bool TryGet(out T instance) where T : class + { + instance = Registry.Get(); + return instance != null; + } + + public T Unregister() where T : class + { + return Registry.Unregister(); + } + + public void Clear() + { + Registry.Clear(); + } + } +} diff --git a/Assets/Scripts/FixSystemNew/FixSceneContext.cs.meta b/Assets/Scripts/FixSystemNew/FixSceneContext.cs.meta new file mode 100644 index 000000000..2540273a9 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/FixSceneContext.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f04f3d09ebc4c7499d59fb3ab6c7f4a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/FixSceneDirector.cs b/Assets/Scripts/FixSystemNew/FixSceneDirector.cs new file mode 100644 index 000000000..c666f521d --- /dev/null +++ b/Assets/Scripts/FixSystemNew/FixSceneDirector.cs @@ -0,0 +1,115 @@ +using System.Collections; +using AibisDream.Framework; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + /// + /// Directs Fix scene mode transitions. This is a scene cue board, not a gameplay state machine: + /// cues orchestrate cameras, timelines, UI masks, bubbles and interaction setup. + /// + public class FixSceneDirector + { + public FixSceneMode CurrentMode { get; private set; } + public string CurrentArgs { get; private set; } = ""; + public bool HasMode { get; private set; } + public bool IsTransitioning { get; private set; } + + private IFixSceneCue _currentCue; + + public IEnumerator Init(FixSceneMode initMode) + { + yield return TransitionInternal(initMode, "", FixTransitionMode.Animated); + } + + public IEnumerator TransitionTo(FixSceneMode nextMode, string args = "") + { + yield return TransitionInternal(nextMode, args, FixTransitionMode.Animated); + } + + public IEnumerator TransitionToImmediate(FixSceneMode nextMode, string args = "") + { + yield return TransitionInternal(nextMode, args, FixTransitionMode.Immediate); + } + + public IEnumerator QuitCurrentMode() + { + if (_currentCue != null) + { + var transition = new FixTransition(CurrentMode, FixSceneMode.Default, "", FixTransitionMode.Animated); + yield return _currentCue.Exit(transition); + } + + CurrentArgs = ""; + _currentCue = null; + CurrentMode = FixSceneMode.Default; + HasMode = false; + IsTransitioning = false; + } + + private IEnumerator TransitionInternal(FixSceneMode nextMode, string args, FixTransitionMode mode) + { + if (IsTransitioning && mode == FixTransitionMode.Animated) + { + Debug.LogWarning($"[FixSceneDirector] Transition ignored while another transition is running: {CurrentMode} -> {nextMode}"); + yield break; + } + + if (HasMode && CurrentMode.Equals(nextMode)) + { + yield break; + } + + IsTransitioning = true; + + var transition = new FixTransition(HasMode ? CurrentMode : null, nextMode, args, mode); + + if (mode == FixTransitionMode.Animated && _currentCue != null) + { + yield return _currentCue.Exit(transition); + } + + _currentCue = CreateCue(nextMode); + CurrentMode = nextMode; + CurrentArgs = args ?? ""; + HasMode = true; + + EnumEventSystem.Global.Send(EventEnum.FixSceneModeChanged, nextMode); + + if (mode == FixTransitionMode.Immediate) + { + yield return _currentCue.EnterImmediate(transition); + } + else + { + yield return _currentCue.Enter(transition); + } + + IsTransitioning = false; + } + + private static IFixSceneCue CreateCue(FixSceneMode nextMode) + { + return nextMode switch + { + FixSceneMode.Default => new DefaultCue(), + FixSceneMode.Clinic => new ClinicCue(), + FixSceneMode.BodyModule => new BodyModuleCue(), + FixSceneMode.Memory => new MemoryCue(), + FixSceneMode.Eye => new EyeCue(), + FixSceneMode.UF => new UfCue(), + FixSceneMode.Expression => new ExpressionCue(), + FixSceneMode.Emo => new EmoCue(), + FixSceneMode.Op => new OpCue(), + FixSceneMode.EmoCut => new EmoCutCue(), + FixSceneMode.MemoryCut => new MemoryCutCue(), + FixSceneMode.LogicCut => new LogicCutCue(), + FixSceneMode.Dream => new DreamCue(), + FixSceneMode.AnalysisMode => new AnalysisModeCue(), + FixSceneMode.Sales => new SalesCue(), + FixSceneMode.BlockPuzzle => new BlockPuzzleCue(), + _ => new DefaultCue() + }; + } + } +} diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs.meta b/Assets/Scripts/FixSystemNew/FixSceneDirector.cs.meta similarity index 100% rename from Assets/Scripts/FixSystemNew/FixStateMachine.cs.meta rename to Assets/Scripts/FixSystemNew/FixSceneDirector.cs.meta diff --git a/Assets/Scripts/FixSystemNew/FixStateMachine.cs b/Assets/Scripts/FixSystemNew/FixStateMachine.cs deleted file mode 100644 index 5b7d5357c..000000000 --- a/Assets/Scripts/FixSystemNew/FixStateMachine.cs +++ /dev/null @@ -1,793 +0,0 @@ -using System; -using System.Collections; -using AibisDream.Framework; -using AibisDream.Kit; -using AibisDream.UI; -using DG.Tweening; -using UnityEngine; - -namespace AibisDream.FixSystem -{ - public class FixStateMachine - { - public FixState CurState => _curState.GetState; - - private IState _curState; - - private StateMachine _stateMachine; - - private FixSystemData _data; - - public FixStateMachine(FixSystemData data) - { - _data = data; - _stateMachine = new StateMachine(CreateState); - _stateMachine.OnStateSwitch += state => EnumEventSystem.Global.Send(EventEnum.FixStateSwitch, state); - } - - public IEnumerator Init(FixState initState) - { - _data.curState = initState; - _data.args = ""; - yield return _stateMachine.Init(initState); - } - - public IEnumerator SwitchState(FixState nextState, string args = "") - { - _data.curState = nextState; - _data.args = args; - yield return _stateMachine.SwitchState(nextState, args); - } - - public IEnumerator QuitState() - { - _data.curState = FixState.Default; - yield return _stateMachine.QuitState(); - } - - private static IState CreateState(FixState nextState, string args) - { - IState res = nextState switch - { - FixState.Default => new DefaultState(), - FixState.Clinic => new ClinicState(), - FixState.BodyModule => new BodyModuleState(), - FixState.Memory => new MemoryState(), - FixState.Eye => new EyeState(), - FixState.UF => new UfState(), - FixState.Expression => new ExpressionState(), - FixState.Emo => new EmoState(), - FixState.Op => new OpState(), - FixState.EmoCut => new EmoCutState(), - FixState.MemoryCut => new MemoryCutState(), - FixState.LogicCut => new LogicCutState(), - FixState.Dream => new DreamState(), - FixState.AnalysisMode => new AnalysisModeState(), - FixState.Sales => new SalesState(), - FixState.BlockPuzzle => new BlockPuzzleState(), - _ => new DefaultState() - }; - - res.SetArgs(args); - return res; - } - } - - public enum FixState - { - Default = 0, - Clinic = 1, - BodyModule = 2, - Memory = 3, - Eye = 4, - UF = 5, - Expression = 6, - Emo = 9, - Op = 10, - EmoCut = 11, - MemoryCut = 12, - LogicCut = 13, - Dream = 14, - AnalysisMode = 15, - Sales = 16, - BlockPuzzle = 17 - } - - public struct DefaultState : IState - { - public FixState GetState => FixState.Default; - - public IEnumerator Enter() - { - CameraKit.Instance.SwitchCamera(CameraEnum.Clinic, true); - var clinicSystem = FixSystemCenter.SystemDic.Get(); - var data = clinicSystem.bubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - yield break; - } - - public IEnumerator Exit() - { - yield break; - } - } - - public struct ClinicState : IState - { - public FixState GetState => FixState.Clinic; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - // 先加载对话气泡,避免 Yarn 对话(如 测试 节点 me: 释放log)在相机切换完成前执行时找不到 Player 槽位 - var clinicSystem = FixSystemCenter.SystemDic.Get(); - // 切换相机 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic); - var data = clinicSystem.bubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - } - - public IEnumerator Exit() - { - // 无 - yield break; - } - } - - public struct BodyModuleState : IState - { - private string _args; - - public FixState GetState => FixState.BodyModule; - - public void SetArgs(string args) - { - // 设置参数 - _args = args; - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var cablePanel = FixPanelSystem.GetRepairPanel(); - // 拔出插头 - // 切换Body或Head - if (Enum.TryParse(_args, out var moduleState)) - { - bodyModuleSystem.SwitchModuleGroup(moduleState); - } - - if (cablePanel != null && !FixPanelSystem.Instance.IsSystemOn) - { - // 切换相机 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModuleCenter); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - yield return new WaitForSeconds(0.5f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - yield return FixPanelSystem.Instance.StartAllSystems(); - } - else - { - FixPanelSystem.GetRepairPanel().ResetPlug(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - // 加载气泡 - var data = FixPanelSystem.Instance.BubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - - // 开启交互 - bodyModuleSystem.EnableSystem(); - } - - public IEnumerator Exit() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - // 拔出插头 - FixPanelSystem.GetRepairPanel().ResetPlug(); - // 关闭交互 - bodyModuleSystem.DisableSystem(); - yield break; - } - } - - public struct UfState : IState - { - public FixState GetState => FixState.UF; - - public void SetArgs(string args) - { - } - - public IEnumerator Enter() - { - var ufSystem = FixSystemCenter.SystemDic.Get(); - var eyeSystem = FixSystemCenter.SystemDic.Get(); - // 先切BodyModule - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - // 插头回到初始插孔 - FixPanelSystem.GetRepairPanel().ResetPlug(); - // 切换相机 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - ufSystem.OpenUFView(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); - eyeSystem.OnEnter(); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - var data = eyeSystem.bubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - } - - public IEnumerator Exit() - { - float duration = 0.5f; - var ufSystem = FixSystemCenter.SystemDic.Get(); - var eyeSystem = FixSystemCenter.SystemDic.Get(); - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - eyeSystem.OnExit(); - ufSystem.CloseUFView(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - } - } - - public struct EyeState : IState - { - public FixState GetState => FixState.Eye; - - public void SetArgs(string args) - { - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - var eyeSystem = FixSystemCenter.SystemDic.Get(); - // 先切BodyModule - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - //打开盖子 - var eyeModule = bodyModuleSystem.FindBodyModuleByType(); - yield return eyeModule.OpenEye(); - - // 插头回到初始插孔 - FixPanelSystem.GetRepairPanel().ResetPlug(); - // 切换相机 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); - eyeSystem.OnEnter(); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - - var data = eyeSystem.bubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - } - - public IEnumerator Exit() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - float duration = 0.5f; - var eyeSystem = FixSystemCenter.SystemDic.Get(); - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); - eyeSystem.OnExit(); - yield return new WaitForSeconds(0.1f); - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - //关上 - var eyeModule = bodyModuleSystem.FindBodyModuleByType(); - yield return eyeModule.CloseEye(); - yield return new WaitForSeconds(0.5f); - } - } - - public struct MemoryState : IState - { - public FixState GetState => FixState.Memory; - - public void SetArgs(string args) - { - } - - public IEnumerator Enter() - { - float duration = 0.5f; - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var memorySystem = FixSystemCenter.SystemDic.Get(); - // 先切BodyModule - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - yield return memorySystem.DropMemoryProjector(); - // 插头回到初始插孔 - FixPanelSystem.GetRepairPanel().ResetPlug(); - // 相机聚焦到目标位 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory); - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - memorySystem.OnEnter(); - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - var data = memorySystem.BubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - } - - public IEnumerator Exit() - { - float duration = 0.5f; - var memorySystem = FixSystemCenter.SystemDic.Get(); - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - memorySystem.OnExit(); - memorySystem.CloseMemoryView(); - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - memorySystem.PullMemoryProjector(); - } - } - - public struct ExpressionState : IState - { - public FixState GetState => FixState.Expression; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - // 获取表达系统 - var expressionManager = FixSystemCenter.SystemDic.Get(); - - // 先切 BodyModule(如果需要) - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - var bodyModule = FixSystemCenter.SystemDic.Get(); - bodyModule.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - // 开启表达系统视图,并播放火山表达深入 - // 切换到表达相机 - yield return TimelineCenter.Instance.PlayTimelineAsync("透镜/透镜in"); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Expression); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - expressionManager.OpenView(); - // 切换到深度表达相机 - yield return CameraKit.Instance.SwitchCamera(CameraEnum.ExpressionDeep); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - yield return TimelineCenter.Instance.PlayTimelineAsync("火山表达模块/火山表达深入"); - } - - public IEnumerator Exit() - { - var expressionManager = FixSystemCenter.SystemDic.Get(); - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - - // 重置身体模块 - FixPanelSystem.GetRepairPanel().ResetPlug(); - - // 关闭表达系统视图 - expressionManager.CloseView(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Expression); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - yield return TimelineCenter.Instance.PlayTimelineAsync("透镜/透镜out"); - yield break; - } - } - - public struct EmoState : IState - { - public FixState GetState => FixState.Emo; - - public void SetArgs(string args) - { - } - - public IEnumerator Enter() - { - var emoManager = FixSystemCenter.SystemDic.Get(); - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - var bodyModule = FixSystemCenter.SystemDic.Get(); - bodyModule.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Emo); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - //emoManager.OpenView(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.EmoDeep); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - } - - public IEnumerator Exit() - { - FixPanelSystem.GetRepairPanel().ResetPlug(); - yield break; - } - } - - public struct OpState : IState - { - public FixState GetState => FixState.Op; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.Op)) - { - yield return CameraKit.Instance.SwitchCamera(CameraEnum.Op); - } - } - - public IEnumerator Exit() - { - // 无 - yield break; - } - } - - public struct DreamState : IState - { - public FixState GetState => FixState.Dream; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.DreamCamera)) - { - yield return CameraKit.Instance.SwitchCamera(CameraEnum.DreamCamera); - - var openSystem = FixSystemCenter.SystemDic.Get(); - DialogUIManager.Instance.LoadBubbles(openSystem.bubbleSlotGroup.CollectData()); - } - } - - public IEnumerator Exit() - { - // 无 - yield break; - } - } - - public struct EmoCutState : IState - { - public FixState GetState => FixState.EmoCut; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var cuttingManager = FixSystemCenter.SystemDic.Get(); - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - // Cut的气泡统一放在BodyModule下 - DialogUIManager.Instance.LoadBubbles(cuttingManager.bubbleSlotGroup.CollectData()); - - FixPanelSystem.GetRepairPanel().ResetPlug(); - var bodyModule = bodyModuleSystem.FindBodyModuleByName("Emo"); - if (bodyModule != null) - { - bodyModule.GetCutSpriteRenderer().sortingOrder = 100; - bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; - bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); - bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = - new Color(1f, 1f, 1f, 1f); - } - - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmoDeep); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - yield return cuttingManager.StartCutting(bodyModule); - } - - public IEnumerator Exit() - { - // 无 - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - var cuttingManager = FixSystemCenter.SystemDic.Get(); - cuttingManager.ClearCutLine(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - } - } - - public struct MemoryCutState : IState - { - public FixState GetState => FixState.MemoryCut; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var cuttingManager = FixSystemCenter.SystemDic.Get(); - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - // Cut的气泡统一放在BodyModule下 - DialogUIManager.Instance.LoadBubbles(cuttingManager.bubbleSlotGroup.CollectData()); - - FixPanelSystem.GetRepairPanel().ResetPlug(); - var bodyModule = bodyModuleSystem.FindBodyModuleByName("Memory"); - if (bodyModule != null) - { - bodyModule.GetCutSpriteRenderer().sortingOrder = 100; - bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; - bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); - bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = - new Color(1f, 1f, 1f, 1f); - } - - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - yield return cuttingManager.StartCutting(bodyModule); - } - - - public IEnumerator Exit() - { - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - var cuttingManager = FixSystemCenter.SystemDic.Get(); - cuttingManager.ClearCutLine(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - } - } - - public struct LogicCutState : IState - { - public FixState GetState => FixState.LogicCut; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - var cuttingManager = FixSystemCenter.SystemDic.Get(); - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - // Cut的气泡统一放在BodyModule下 - DialogUIManager.Instance.LoadBubbles(cuttingManager.bubbleSlotGroup.CollectData()); - - var bodyModule = bodyModuleSystem.FindBodyModuleByName("Logic"); - if (bodyModule != null) - { - bodyModule.GetCutSpriteRenderer().sortingOrder = 100; - bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; - bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); - bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = - new Color(1f, 1f, 1f, 1f); - } - - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic); - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogicDeep); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - yield return cuttingManager.StartCutting(bodyModule); - } - - public IEnumerator Exit() - { - yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); - var cuttingManager = FixSystemCenter.SystemDic.Get(); - cuttingManager.ClearCutLine(); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic); - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); - } - } - - public struct AnalysisModeState : IState - { - public FixState GetState => FixState.AnalysisMode; - - public void SetArgs(string args) - { - // 无 - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - var analysisModeManager = FixSystemCenter.SystemDic.Get(); - - // 先切 BodyModule(如果需要) - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - // 插头回到初始插孔 - FixPanelSystem.GetRepairPanel().ResetPlug(); - - // 切换到分析模式相机 - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.AnalysisMode); - // 进入分析模式 - if (analysisModeManager != null) - { - analysisModeManager.OnEnter(); - } - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - } - - public IEnumerator Exit() - { - float duration = 0.5f; - var analysisModeManager = FixSystemCenter.SystemDic.Get(); - - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - - // 退出分析模式 - if (analysisModeManager != null) - { - analysisModeManager.OnExit(); - } - - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - } - } - - public struct SalesState : IState - { - private string _systemView; - - public FixState GetState => FixState.Sales; - - public void SetArgs(string args) - { - _systemView = args; - } - - public IEnumerator Enter() - { - var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); - if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) - { - bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - } - - // 进入前先播放钳子摘盖子,完成后深入 - yield return TimelineCenter.Instance.PlayTimelineAsync("钳子/摘走盖子"); - - // 获取销售系统管理器 - var salesManager = FixSystemCenter.SystemDic.Get(); - if (salesManager != null) - { - // FadeIn - yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); - - // 打开销售系统视图,传入systemView参数 - salesManager.OpenView(); - - // FadeOut - yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - - // 销售模块使用自身的气泡槽位;缺失时再回退到 ScreenSystem,避免读到错误的槽位配置 - if (salesManager.bubbleSlotGroup != null) - { - var data = salesManager.bubbleSlotGroup.CollectData(); - Debug.Log("[SalesState] Loaded bubble slots from SalesManager."); - DialogUIManager.Instance.LoadBubbles(data); - } - else - { - Debug.LogWarning("[SalesState] SalesManager.bubbleSlotGroup is null, fallback to ScreenSystem bubble slots."); - var data = FixPanelSystem.Instance.BubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(data); - } - } - } - - public IEnumerator Exit() - { - float duration = 0.5f; - var salesManager = FixSystemCenter.SystemDic.Get(); - - yield return UIManager.Instance.GetPanel().FadeInAsync(duration); - - // 关闭销售系统视图 - if (salesManager != null) - { - salesManager.CloseView(); - } - // 关闭前先播放钳子放下盖子,完成后再结 - yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); - yield return TimelineCenter.Instance.PlayTimelineAsync("钳子/放下盖子"); - yield return null; - } - } - - public struct BlockPuzzleState : IState - { - private const string puzzleName = "Game2"; - private const float blockPuzzleScale = 1.6f; - private static BlockPuzzleSystem BlockPuzzleSystem => FixSystemCenter.SystemDic.Get(); - private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get(); - - public FixState GetState => FixState.BlockPuzzle; - - public void SetArgs(string args) - { - } - - public IEnumerator Enter() - { - // 基本操作(其实应该早就处理好了) - yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); - var bubbleData = FixPanelSystem.Instance.BubbleSlotGroup.CollectData(); - DialogUIManager.Instance.LoadBubbles(bubbleData); - yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.EngineModuleEnter); - // 视角移动 - var engineModule = BodyModuleSystem.FindBodyModuleByName("Heart"); - Tween tween = RepairSystemManager.Instance.ScaleCurrentSystem(blockPuzzleScale, engineModule.transform.position); - if (tween != null) - { - yield return tween.WaitForCompletion(); - } - // 初始化拼图 - BlockPuzzleSystem.Initialize(puzzleName); - // 开启遮罩 - yield return FixPanelSystem.Instance.MaskFadeIn(); - RepairSystemManager.Instance.SwitchSystem(); - yield return new WaitForSeconds(0.5f); - yield return FixPanelSystem.Instance.MaskFadeOut(); - - // 播放进场动画 - yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.CablePanelExit); - yield return new WaitForSeconds(0.5f); - yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.BlockPuzzleEnter); - // 解锁 - BlockPuzzleSystem.SetLocked(false); - } - - public IEnumerator Exit() - { - yield break; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs index 023a8dc07..00b37dfe1 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemCenter.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemCenter.cs @@ -2,61 +2,81 @@ using System.Collections; using AibisDream.Framework; using AibisDream.Kit; +using AibisDream.SaveSystem; +using UnityEngine; namespace AibisDream.FixSystem { public class FixSystemCenter : Singleton { - public FixState CurState => StateMachine.CurState; + public FixSceneMode CurrentMode => Director.CurrentMode; - public FixState defaultState = FixState.Default; - - private readonly FixSystemData _data = new(); + public FixSceneMode defaultMode = FixSceneMode.Default; + + public static IOCContainer SystemDic = new(); + public static FixSceneContext Context; + public static FixSceneDirector Director; public override void OnSingletonInit() { SystemDic ??= new IOCContainer(); - // 初始化状态机 - StateMachine = new FixStateMachine(_data); - StartCoroutine(StateMachine.Init(defaultState)); - // 注册 - StorageSystem.Instance.RegisterData(_data); + Context = new FixSceneContext(SystemDic); + Director = new FixSceneDirector(); + } + + private void Start() + { + if (SaveRestoreOrchestrator.IsRestoring) + { + return; + } + + StartCoroutine(Director.Init(defaultMode)); } public override void OnSingletonDestroy() { - // 注销 - StorageSystem.Instance.UnregisterData(); CameraKit.Instance.RemoveAllCam(); - GameManager.Instance.StartCoroutine(StateMachine.QuitState()); - SystemDic.Clear(); + BubbleSlotKit.Instance.RemoveAll(); + GameManager.Instance.StartCoroutine(Director.QuitCurrentMode()); + Context?.Clear(); } - - #region 系统索引 - // 容纳System - public static IOCContainer SystemDic = new(); - - #endregion - - #region 状态机相关 - - public static FixStateMachine StateMachine; - - #endregion - } - - [Serializable] - [LoadIndex(2)] - public class FixSystemData : IData - { - public FixState curState; - public string args; - - public IEnumerator Load() + public IEnumerator TransitionTo(FixSceneMode nextMode, string args = "") { - yield return FixSystemCenter.StateMachine.SwitchState(curState, args); + yield return Director.TransitionTo(nextMode, args); + } + + public IEnumerator TransitionToImmediate(FixSceneMode nextMode, string args = "") + { + yield return Director.TransitionToImmediate(nextMode, args); + } + + /// Captures the macro Fix scene cue snapshot. + public FixSnapshotDto CaptureSnapshot() + { + return new FixSnapshotDto + { + state = Director.CurrentMode.ToString(), + args = Director.CurrentArgs + }; + } + + /// Restores the macro Fix scene snapshot by jumping directly to the target cue endpoint. + public IEnumerator RestoreSnapshot(FixSnapshotDto dto) + { + if (dto == null || string.IsNullOrEmpty(dto.state)) + { + yield break; + } + + if (!Enum.TryParse(dto.state, out var mode)) + { + Debug.LogWarning($"[FixSystemCenter] Could not parse FixSceneMode: {dto.state}"); + yield break; + } + + yield return Director.TransitionToImmediate(mode, dto.args ?? ""); } } } - diff --git a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs index d6b6ca7a6..dd1461dbf 100644 --- a/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs +++ b/Assets/Scripts/FixSystemNew/FixSystemYarnCommand.cs @@ -1,32 +1,24 @@ -using System; +using System; using System.Collections; using UnityEngine; using Yarn.Unity; namespace AibisDream.FixSystem { - public static class FixSystemYarnCommand { [YarnCommand("switch_fix_system_to")] - public static IEnumerator SwitchFixSystemTo(string targetStateStr, string extraArg = "") + public static IEnumerator SwitchFixSystemTo(string targetModeStr, string extraArg = "") { - // 字符串转枚举 - if (!Enum.TryParse(targetStateStr, out var targetState)) + if (!Enum.TryParse(targetModeStr, out var targetMode)) { - Debug.Log($"{targetStateStr}不在FixState枚举中"); + Debug.Log($"[Yarn] Unknown FixSceneMode: {targetModeStr}"); yield break; } - yield return FixSystemCenter.StateMachine.SwitchState(targetState, extraArg); + yield return FixSystemCenter.Instance.TransitionTo(targetMode, extraArg); } - #region 维修系统管理器命令 - - /// - /// 切换到指定的维修系统(按类型名称) - /// 用法: <> - /// [YarnCommand("repair_switch_system")] public static IEnumerator RepairSwitchSystem(string systemTypeName) { @@ -39,18 +31,15 @@ namespace AibisDream.FixSystem if (systemType == null) { - Debug.LogError($"[Yarn] 未知的系统类型: {systemTypeName}"); + Debug.LogError($"[Yarn] Unknown repair system type: {systemTypeName}"); yield break; } RepairSystemManager.Instance.SwitchSystem(systemType); - // 等待切换动画 yield return new WaitForSeconds(RepairSystemManager.Instance.GetComponent() ?.GetType().GetField("switchDuration", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance) ?.GetValue(RepairSystemManager.Instance) is float duration ? duration : 0.5f); } - - #endregion } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/IFixSceneCue.cs b/Assets/Scripts/FixSystemNew/IFixSceneCue.cs new file mode 100644 index 000000000..daf5b7501 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/IFixSceneCue.cs @@ -0,0 +1,47 @@ +using System.Collections; + +namespace AibisDream.FixSystem +{ + public enum FixTransitionMode + { + Animated, + Immediate + } + + public readonly struct FixTransition + { + public readonly FixSceneMode? From; + public readonly FixSceneMode To; + public readonly string Args; + public readonly FixTransitionMode Mode; + + public FixTransition(FixSceneMode? from, FixSceneMode to, string args, FixTransitionMode mode) + { + From = from; + To = to; + Args = args ?? ""; + Mode = mode; + } + } + + /// + /// A cue is a directed scene orchestration unit for a Fix mode. + /// It owns camera, timeline, UI and interaction setup for entering or leaving that mode. + /// + public interface IFixSceneCue + { + FixSceneMode Mode { get; } + + IEnumerator Enter(FixTransition transition); + + IEnumerator Exit(FixTransition transition) + { + yield break; + } + + IEnumerator EnterImmediate(FixTransition transition) + { + yield break; + } + } +} diff --git a/Assets/Scripts/FixSystemNew/IFixSceneCue.cs.meta b/Assets/Scripts/FixSystemNew/IFixSceneCue.cs.meta new file mode 100644 index 000000000..95f2621a6 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/IFixSceneCue.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7d5df9cd63e8db54da758ad165a5a6b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystemNew/Open/OpenSystem.cs b/Assets/Scripts/FixSystemNew/Open/OpenSystem.cs index 842e7472d..1d8c9b449 100644 --- a/Assets/Scripts/FixSystemNew/Open/OpenSystem.cs +++ b/Assets/Scripts/FixSystemNew/Open/OpenSystem.cs @@ -1,6 +1,4 @@ using AibisDream.FixSystem; -using AibisDream.Framework; -using Cinemachine; using UnityEngine; using UnityEngine.Playables; using Yarn.Unity; @@ -18,18 +16,9 @@ namespace AibisDream public SpriteRenderer dreamSprite; - public BubbleSlotGroup bubbleSlotGroup; - private void Awake() { - // 注册 FixSystemCenter.SystemDic.Register(this); - var virtualCam = transform.Find("Op Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.Op, virtualCam); - var breakCam = transform.Find("Break Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.BreakCamera, breakCam); - var dreamCam = transform.Find("Dream Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.DreamCamera, dreamCam); } private void Start() diff --git a/Assets/Scripts/FixSystemNew/Screen System/Core/FixPanelSystem.cs b/Assets/Scripts/FixSystemNew/Screen System/Core/FixPanelSystem.cs index 4138dcd81..c05fc6ace 100644 --- a/Assets/Scripts/FixSystemNew/Screen System/Core/FixPanelSystem.cs +++ b/Assets/Scripts/FixSystemNew/Screen System/Core/FixPanelSystem.cs @@ -1,7 +1,7 @@ using AibisDream.Framework; using AibisDream.Kit; +using AibisDream.SaveSystem; using UnityEngine; -using Cinemachine; using System.Collections; using DG.Tweening; @@ -126,14 +126,75 @@ namespace AibisDream.FixSystem #endregion + #region 快照 Capture / Restore + + public FixPanelSnapshotDto CapturePanelSnapshot() + { + var cablePanel = GetRepairPanel(); + var dto = new FixPanelSnapshotDto + { + isSystemOn = isSystemOn, + currentRepairSystemType = repairSystemManager?.GetCurrentSystemType()?.Name, + isCableRetracted = cablePanel != null && cablePanel.isCableRetracted + }; + + if (cablePanel != null && cablePanel.TryGetPluggedModuleName(out var moduleName)) + { + dto.pluggedModuleName = moduleName; + } + + if (dto.isCableRetracted && !string.IsNullOrEmpty(dto.pluggedModuleName)) + { + Debug.LogWarning("[FixPanelSystem] Capture: isCableRetracted 与 pluggedModuleName 冲突,忽略 pluggedModuleName。"); + dto.pluggedModuleName = null; + } + + if (taskPanel != null) + { + taskPanel.CaptureSnapshot(out dto.isTaskPanelVisible, dto.tasks); + } + + return dto; + } + + public void ApplyPanelSnapshot(FixPanelSnapshotDto dto) + { + if (dto == null) return; + + ApplySystemOnImmediate(dto.isSystemOn); + + if (repairSystemManager != null) + { + repairSystemManager.RestoreSystemType(dto.currentRepairSystemType); + } + + GetRepairPanel()?.ApplyCableSnapshot(dto.isCableRetracted, dto.pluggedModuleName); + + taskPanel?.ApplySnapshot(dto.isTaskPanelVisible, dto.tasks, immediate: true); + } + + /// 读档终态:跳过 StartAllSystems 动画,直接写面板壳层状态。 + public void ApplySystemOnImmediate(bool isOn) + { + isSystemOn = isOn; + + if (panelLight != null) + { + panelLight.Initialize(isOn); + } + + var cablePanel = GetRepairPanel(); + cablePanel?.InitLight(isOn); + + if (screenPanel != null) + { + screenPanel.gameObject.SetActive(isOn); + } + } + + #endregion + #region 屏幕相关操作 - [Header("默认相机")] - [SerializeField] private CinemachineVirtualCamera fixPanelCamera; - - [Header("默认气泡")] - [SerializeField] private BubbleSlotGroup bubbleSlotGroup; - public BubbleSlotGroup BubbleSlotGroup => bubbleSlotGroup; - [Header("默认画布")] [SerializeField] private Canvas canvas; @@ -150,17 +211,12 @@ namespace AibisDream.FixSystem private void RegisterScreenView() { - // 注册相机 - CameraKit.Instance.RegisterCamera(CameraEnum.BodyModule, fixPanelCamera); - DialogUIManager.Instance.RegisterScreenView(DialogViewType.Screen, screenPanel); DialogUIManager.Instance.RegisterScreenView(DialogViewType.Task, taskPanel); } private void UnRegisterScreenView() { - CameraKit.Instance.UnRegisterCamera(CameraEnum.BodyModule); - DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Screen); DialogUIManager.Instance.UnRegisterScreenView(DialogViewType.Task); } diff --git a/Assets/Scripts/FixSystemNew/Screen System/Core/RepairSystemManager.cs b/Assets/Scripts/FixSystemNew/Screen System/Core/RepairSystemManager.cs index fee5b4153..36e0ba7b6 100644 --- a/Assets/Scripts/FixSystemNew/Screen System/Core/RepairSystemManager.cs +++ b/Assets/Scripts/FixSystemNew/Screen System/Core/RepairSystemManager.cs @@ -212,6 +212,37 @@ namespace AibisDream.FixSystem : null; } + /// 读档:按已注册类型名切换中央维修视图(无动画)。 + public void RestoreSystemType(string typeName) + { + Type targetType = typeof(BodyModuleSystem); + + if (!string.IsNullOrEmpty(typeName)) + { + Type matched = null; + foreach (var kv in _registeredSystems) + { + if (kv.Key.Name == typeName) + { + matched = kv.Key; + break; + } + } + + if (matched != null) + { + targetType = matched; + } + else + { + Debug.LogWarning($"[RepairSystemManager] 未找到已注册系统: {typeName},保持当前类型。"); + return; + } + } + + SwitchSystem(targetType); + } + #endregion } } diff --git a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/CablePanel.cs b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/CablePanel.cs index dce151fbe..21a4b5aac 100644 --- a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/CablePanel.cs +++ b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/CablePanel.cs @@ -14,7 +14,6 @@ namespace AibisDream.FixSystem public class CablePanel : MonoBehaviour, IOperatorPanel { - private const string CableRetractedKey = "$global.cableRetracted"; private const int SortingOrderRetracted = 41; #region 组件索引 @@ -52,9 +51,8 @@ namespace AibisDream.FixSystem private void Start() { InitComponentRefs(); - InitSystem(); - LoadCableState(); + InitCableVisualFromPrefab(); } private void OnDestroy() @@ -82,37 +80,109 @@ namespace AibisDream.FixSystem plugRef.OnPlugPointerDown += OnPlugPoinerDown; } - private void LoadCableState() + private void InitCableVisualFromPrefab() { - // 从Prefab读取 if (isCableRetracted) { SetRetractCable(); } else { - PlugRef.ReturnToStartPosition(); - } - - // 从存储系统读取 - if (!StorageSystem.Instance.TryGetValue(CableRetractedKey, out bool savedRetractedState)) - return; - - if (savedRetractedState) - { - SetRetractCable(); - } - else - { - if (isCableRetracted) - DropDownCable(); + DropDownCableImmediate(); } } - private void SaveCableState() + public bool TryGetPluggedModuleName(out string moduleName) { - Debug.Log("Save cableRetractedstate" + isCableRetracted); - StorageSystem.Instance.SetValue(CableRetractedKey, isCableRetracted); + if (curSocket is BodyModule bodyModule) + { + moduleName = bodyModule.data.moduleName; + return !string.IsNullOrEmpty(moduleName); + } + + moduleName = null; + return false; + } + + /// 读档:同步写回线缆与插头终态,无动画、无 Yarn、无 PlugIn 事件。 + public void ApplyCableSnapshot(bool retracted, string pluggedModuleName) + { + SilentPullUpSocket(); + + if (retracted) + { + if (ShouldSkipRetractOnRestore()) + { + if (isCableRetracted) + { + DropDownCableImmediate(); + } + + curSocket = null; + return; + } + + SetRetractCable(); + curSocket = null; + return; + } + + DropDownCableImmediate(); + + if (!string.IsNullOrEmpty(pluggedModuleName)) + { + RestorePlugToModule(pluggedModuleName); + } + else + { + curSocket = null; + SetCableMode(CableMode.Physic); + } + } + + public void DropDownCableImmediate() + { + PlugRef.PullUpSocketSilent(); + CableReelRef.ResetRotation(); + PlugRef.RestoreAtStartPositionImmediate(); + SetCableMode(CableMode.Physic); + isCableRetracted = false; + } + + private void RestorePlugToModule(string moduleName) + { + var module = BodyModuleSystem?.FindBodyModuleByName(moduleName); + if (module == null) + { + Debug.LogWarning($"[CablePanel] RestorePlugToModule: 未找到模块 {moduleName},插头留在初始位。"); + curSocket = null; + SetCableMode(CableMode.Physic); + return; + } + + curSocket = module; + var socketPos = module.GetSocketPos(); + PlugRef.RestoreInsertedAt(socketPos); + CableRef.SetEndPos(socketPos); + SetCableMode(CableMode.Visual); + BodyModuleSystem.CloseModuleSlots(null); + } + + private void SilentPullUpSocket() + { + if (curSocket == null) return; + + CableRef.SetEndPos(PlugRef.PlugRoot); + curSocket.PlugOut(); + curSocket = null; + PlugRef.SetSpriteVisible(true); + } + + private static bool ShouldSkipRetractOnRestore() + { + return FixSystemCenter.Instance != null + && FixSystemCenter.Director.HasMode + && FixSystemCenter.Director.CurrentMode == FixSceneMode.BodyModule; } private void Update() @@ -126,10 +196,14 @@ namespace AibisDream.FixSystem public void ResetPlug() { - // 不在初始插孔里,就从当前插孔拔出来,插回初始插孔 - PlugRef.PullUpSocket(); + if (IsPlugInSocket()) + { + PlugRef.PullUpSocket(); + } + BodyModuleSystem.CloseModuleSlots(null); - PlugRef.ReturnToStartPosition(); + DropDownCableImmediate(); + AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close"); AudioManager.Instance.PlaySfx("event:/FollowInput/plugdrop"); } @@ -245,7 +319,6 @@ namespace AibisDream.FixSystem { ApplyRetractedState(); isCableRetracted = true; - SaveCableState(); }); AudioManager.Instance.PlaySfx("event:/ActionFB/mods_close"); @@ -262,7 +335,6 @@ namespace AibisDream.FixSystem { SetCableMode(CableMode.Physic); isCableRetracted = false; - SaveCableState(); }); } diff --git a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/TaskPanel.cs b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/TaskPanel.cs index 0b6d0602e..d81ebe74c 100644 --- a/Assets/Scripts/FixSystemNew/Screen System/FixPanel/TaskPanel.cs +++ b/Assets/Scripts/FixSystemNew/Screen System/FixPanel/TaskPanel.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using AibisDream.Framework; +using AibisDream.SaveSystem; using AibisDream.Utility; using TMPro; using UnityEngine; @@ -10,6 +11,9 @@ namespace AibisDream.FixSystem { public class TaskPanel : MonoBehaviour, ILineView { + private const float HiddenLocalX = -10.32f; + private const float ShownLocalX = -7.12f; + #region 索引 [SerializeField] private Transform taskRoot; @@ -26,8 +30,9 @@ namespace AibisDream.FixSystem public void ShowPanel() { - taskRoot.DOLocalMoveX(-7.12f, 1f); + taskRoot.DOLocalMoveX(ShownLocalX, 1f); } + public void CompleteTask(string lineId) { if (_taskDict.Remove(lineId, out var taskItem)) @@ -54,15 +59,70 @@ namespace AibisDream.FixSystem return; } - var taskItem = Instantiate(_taskItemPrefab, taskListParent); - var task = taskItem.GetComponent(); - task.text = $"\u25cf {token.lineInfo.lineText}"; + AddTaskItem(token.lineInfo.lineId, $"\u25cf {token.lineInfo.lineText}"); token.TextStart(); - - _taskDict[token.lineInfo.lineId] = taskItem; token.TextShown(); token.ForceAdvance(); + } + + public void CaptureSnapshot(out bool isPanelVisible, List tasks) + { + isPanelVisible = Mathf.Approximately(taskRoot.localPosition.x, ShownLocalX); + tasks.Clear(); + + foreach (var kv in _taskDict) + { + var text = kv.Value.GetComponent()?.text ?? string.Empty; + tasks.Add(new TaskEntrySnapshotDto + { + lineId = kv.Key, + text = text + }); + } + } + + public void ApplySnapshot(bool isPanelVisible, List tasks, bool immediate) + { + ClearTasks(); + + if (tasks != null) + { + foreach (var entry in tasks) + { + if (string.IsNullOrEmpty(entry.lineId)) + { + continue; + } + + AddTaskItem(entry.lineId, entry.text); + } + } + + if (immediate) + { + taskRoot.DOKill(); + SetPanelVisibleImmediate(isPanelVisible); + } + else if (isPanelVisible) + { + ShowPanel(); + } + } + + private void AddTaskItem(string lineId, string text) + { + var taskItem = Instantiate(_taskItemPrefab, taskListParent); + var task = taskItem.GetComponent(); + task.text = text; + _taskDict[lineId] = taskItem; LayoutRebuilder.ForceRebuildLayoutImmediate(taskListParent.GetComponent()); } + + private void SetPanelVisibleImmediate(bool visible) + { + var pos = taskRoot.localPosition; + pos.x = visible ? ShownLocalX : HiddenLocalX; + taskRoot.localPosition = pos; + } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/FixSystemNew/States.meta b/Assets/Scripts/FixSystemNew/States.meta new file mode 100644 index 000000000..5fecc9dbe --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2c41d75ab4cb4d338c0288b83f61c94e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs b/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs new file mode 100644 index 000000000..9140d3338 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs @@ -0,0 +1,52 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using DG.Tweening; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + public struct BlockPuzzleCue : IFixSceneCue + { + private const string puzzleName = "Game2"; + private const float blockPuzzleScale = 1.6f; + private static BlockPuzzleSystem BlockPuzzleSystem => FixSystemCenter.SystemDic.Get(); + private static BodyModuleSystem BodyModuleSystem => FixSystemCenter.SystemDic.Get(); + + public FixSceneMode Mode => FixSceneMode.BlockPuzzle; + + public IEnumerator Enter(FixTransition transition) + { + // 基本操作(其实应该早就处理好了) + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.BodyModule); + yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.EngineModuleEnter); + // 视角移动 + var engineModule = BodyModuleSystem.FindBodyModuleByName("Heart"); + Tween tween = RepairSystemManager.Instance.ScaleCurrentSystem(blockPuzzleScale, engineModule.transform.position); + if (tween != null) + { + yield return tween.WaitForCompletion(); + } + // 初始化拼图 + BlockPuzzleSystem.Initialize(puzzleName); + // 开启遮罩 + yield return FixPanelSystem.Instance.MaskFadeIn(); + RepairSystemManager.Instance.SwitchSystem(); + yield return new WaitForSeconds(0.5f); + yield return FixPanelSystem.Instance.MaskFadeOut(); + + // 播放进场动画 + yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.CablePanelExit); + yield return new WaitForSeconds(0.5f); + yield return TimelineCenter.Instance.PlayTimelineAsync(TimelineAssetRef.BlockPuzzleEnter); + // 解锁 + BlockPuzzleSystem.SetLocked(false); + } + + public IEnumerator Exit(FixTransition transition) + { + yield break; + } + } +} diff --git a/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs.meta b/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs.meta new file mode 100644 index 000000000..9954f7787 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/BlockPuzzleFixCue.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 84691c3d316643b98c99ca16c4560013 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs b/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs new file mode 100644 index 000000000..f90048f9e --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs @@ -0,0 +1,174 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using AibisDream.UI; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + public struct DefaultCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Default; + + public IEnumerator Enter(FixTransition transition) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic, true); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Clinic); + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic, true); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Clinic); + } + + public IEnumerator Exit(FixTransition transition) + { + yield break; + } + } + + public struct ClinicCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Clinic; + + public IEnumerator Enter(FixTransition transition) + { + // 先加载对话气泡,避免 Yarn 对话(如 测试 节点 me: 释放log)在相机切换完成前执行时找不到 Player 槽位 + // 切换相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Clinic); + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Clinic, true); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Clinic); + } + + public IEnumerator Exit(FixTransition transition) + { + // 无 + yield break; + } + } + + public struct BodyModuleCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.BodyModule; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var cablePanel = FixPanelSystem.GetRepairPanel(); + // 拔出插头 + // 切换Body或Head + if (Enum.TryParse(transition.Args, out var moduleState)) + { + bodyModuleSystem.SwitchModuleGroup(moduleState); + } + + if (cablePanel != null && !FixPanelSystem.Instance.IsSystemOn) + { + // 切换相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModuleCenter); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + yield return new WaitForSeconds(0.5f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + yield return FixPanelSystem.Instance.StartAllSystems(); + } + else + { + FixPanelSystem.GetRepairPanel().ResetPlug(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.BodyModule); + + // 开启交互 + bodyModuleSystem.EnableSystem(); + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + + // 切换Body或Head + if (Enum.TryParse(transition.Args, out var moduleState)) + { + bodyModuleSystem.SwitchModuleGroup(moduleState); + } + + FixPanelSystem.GetRepairPanel().ResetPlug(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule, true); + + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.BodyModule); + // 开启交互 + bodyModuleSystem.EnableSystem(); + + yield break; + } + + public IEnumerator Exit(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + // 拔出插头 + FixPanelSystem.GetRepairPanel().ResetPlug(); + // 关闭交互 + bodyModuleSystem.DisableSystem(); + yield break; + } + } + + public struct OpCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Op; + + public IEnumerator Enter(FixTransition transition) + { + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.Op)) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Op); + } + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Op, true); + } + + public IEnumerator Exit(FixTransition transition) + { + // 无 + yield break; + } + } + + public struct DreamCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Dream; + + public IEnumerator Enter(FixTransition transition) + { + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.DreamCamera)) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.DreamCamera); + + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Open); + } + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.DreamCamera, true); + + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Open); + } + + public IEnumerator Exit(FixTransition transition) + { + // 无 + yield break; + } + } +} diff --git a/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs.meta b/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs.meta new file mode 100644 index 000000000..f424c565e --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/CoreFixCues.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1e85329d3d1e47c18bec82ccfe25f6ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs new file mode 100644 index 000000000..aa69181bf --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs @@ -0,0 +1,142 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using AibisDream.UI; +using DG.Tweening; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + public struct EmoCutCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.EmoCut; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var cuttingManager = FixSystemCenter.SystemDic.Get(); + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + // Cut的气泡统一放在BodyModule下 + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut); + + FixPanelSystem.GetRepairPanel().ResetPlug(); + var bodyModule = bodyModuleSystem.FindBodyModuleByName("Emo"); + if (bodyModule != null) + { + bodyModule.GetCutSpriteRenderer().sortingOrder = 100; + bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; + bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); + bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = + new Color(1f, 1f, 1f, 1f); + } + + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmoDeep); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + yield return cuttingManager.StartCutting(bodyModule); + } + + public IEnumerator Exit(FixTransition transition) + { + // 无 + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + var cuttingManager = FixSystemCenter.SystemDic.Get(); + cuttingManager.ClearCutLine(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutEmo); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + } + } + + public struct MemoryCutCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.MemoryCut; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var cuttingManager = FixSystemCenter.SystemDic.Get(); + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + // Cut的气泡统一放在BodyModule下 + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut); + + FixPanelSystem.GetRepairPanel().ResetPlug(); + var bodyModule = bodyModuleSystem.FindBodyModuleByName("Memory"); + if (bodyModule != null) + { + bodyModule.GetCutSpriteRenderer().sortingOrder = 100; + bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; + bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); + bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = + new Color(1f, 1f, 1f, 1f); + } + + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemoryDeep); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + yield return cuttingManager.StartCutting(bodyModule); + } + + + public IEnumerator Exit(FixTransition transition) + { + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + var cuttingManager = FixSystemCenter.SystemDic.Get(); + cuttingManager.ClearCutLine(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutMemory); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + } + } + + public struct LogicCutCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.LogicCut; + + public IEnumerator Enter(FixTransition transition) + { + var cuttingManager = FixSystemCenter.SystemDic.Get(); + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + // Cut的气泡统一放在BodyModule下 + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Cut); + + var bodyModule = bodyModuleSystem.FindBodyModuleByName("Logic"); + if (bodyModule != null) + { + bodyModule.GetCutSpriteRenderer().sortingOrder = 100; + bodyModule.GetCutTextSpriteRenderer().sortingOrder = 101; + bodyModule.GetCutSpriteRenderer().color = new Color(1f, 1f, 1f, 1f); + bodyModule.GetCutSpriteRenderer().GetComponentInChildren().color = + new Color(1f, 1f, 1f, 1f); + } + + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogicDeep); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + yield return cuttingManager.StartCutting(bodyModule); + } + + public IEnumerator Exit(FixTransition transition) + { + yield return UIManager.Instance.GetPanel().FadeInAsync(0.1f); + var cuttingManager = FixSystemCenter.SystemDic.Get(); + cuttingManager.ClearCutLine(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.CutLogic); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.1f); + } + } +} diff --git a/Assets/Scripts/FixSystemNew/States/CutFixCues.cs.meta b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs.meta new file mode 100644 index 000000000..94dca6566 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/CutFixCues.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f31682a5a8144cfa8ba7f2d8619feaf2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs b/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs new file mode 100644 index 000000000..71dd88279 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs @@ -0,0 +1,22 @@ +namespace AibisDream.FixSystem +{ + public enum FixSceneMode + { + Default = 0, + Clinic = 1, + BodyModule = 2, + Memory = 3, + Eye = 4, + UF = 5, + Expression = 6, + Emo = 9, + Op = 10, + EmoCut = 11, + MemoryCut = 12, + LogicCut = 13, + Dream = 14, + AnalysisMode = 15, + Sales = 16, + BlockPuzzle = 17 + } +} diff --git a/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs.meta b/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs.meta new file mode 100644 index 000000000..7c903fd0d --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/FixSceneMode.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9dc0800bbef347d5810d82e445a872cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs new file mode 100644 index 000000000..20c6dd11a --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs @@ -0,0 +1,193 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using AibisDream.UI; +using DG.Tweening; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + public struct ExpressionCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Expression; + + public IEnumerator Enter(FixTransition transition) + { + // 获取表达系统 + var expressionManager = FixSystemCenter.SystemDic.Get(); + + // 先切 BodyModule(如果需要) + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + var bodyModule = FixSystemCenter.SystemDic.Get(); + bodyModule.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + // 开启表达系统视图,并播放火山表达深入 + // 切换到表达相机 + yield return TimelineCenter.Instance.PlayTimelineAsync("透镜/透镜in"); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Expression); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + expressionManager.OpenView(); + // 切换到深度表达相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.ExpressionDeep); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + yield return TimelineCenter.Instance.PlayTimelineAsync("火山表达模块/火山表达深入"); + } + + public IEnumerator Exit(FixTransition transition) + { + var expressionManager = FixSystemCenter.SystemDic.Get(); + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + + // 重置身体模块 + FixPanelSystem.GetRepairPanel().ResetPlug(); + + // 关闭表达系统视图 + expressionManager.CloseView(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Expression); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + yield return TimelineCenter.Instance.PlayTimelineAsync("透镜/透镜out"); + yield break; + } + } + + public struct EmoCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Emo; + + public IEnumerator Enter(FixTransition transition) + { + var emoManager = FixSystemCenter.SystemDic.Get(); + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + var bodyModule = FixSystemCenter.SystemDic.Get(); + bodyModule.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Emo); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + //emoManager.OpenView(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.EmoDeep); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + } + + public IEnumerator Exit(FixTransition transition) + { + FixPanelSystem.GetRepairPanel().ResetPlug(); + yield break; + } + } + + public struct AnalysisModeCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.AnalysisMode; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + var analysisModeManager = FixSystemCenter.SystemDic.Get(); + + // 先切 BodyModule(如果需要) + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + // 插头回到初始插孔 + FixPanelSystem.GetRepairPanel().ResetPlug(); + + // 切换到分析模式相机 + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.AnalysisMode); + // 进入分析模式 + if (analysisModeManager != null) + { + analysisModeManager.OnEnter(); + } + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + } + + public IEnumerator Exit(FixTransition transition) + { + float duration = 0.5f; + var analysisModeManager = FixSystemCenter.SystemDic.Get(); + + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + + // 退出分析模式 + if (analysisModeManager != null) + { + analysisModeManager.OnExit(); + } + + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + } + } + + public struct SalesCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Sales; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + // 进入前先播放钳子摘盖子,完成后深入 + yield return TimelineCenter.Instance.PlayTimelineAsync("钳子/摘走盖子"); + + // 获取销售系统管理器 + var salesManager = FixSystemCenter.SystemDic.Get(); + if (salesManager != null) + { + // FadeIn + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + + // 打开销售系统视图,传入systemView参数 + salesManager.OpenView(); + + // FadeOut + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + + // 销售模块使用自身的气泡槽位;缺失时再回退到 ScreenSystem,避免读到错误的槽位配置 + if (BubbleSlotKit.Instance.TryGet(BubbleSlotEnum.Sales, out _)) + { + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Sales); + Debug.Log("[SalesCue] Loaded bubble slots from BubbleSlotKit (Sales)."); + } + else + { + Debug.LogWarning("[SalesCue] Sales 气泡槽组未注册,回退到 BodyModule。"); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.BodyModule); + } + } + } + + public IEnumerator Exit(FixTransition transition) + { + float duration = 0.5f; + var salesManager = FixSystemCenter.SystemDic.Get(); + + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + + // 关闭销售系统视图 + if (salesManager != null) + { + salesManager.CloseView(); + } + // 关闭前先播放钳子放下盖子,完成后再结 + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + yield return TimelineCenter.Instance.PlayTimelineAsync("钳子/放下盖子"); + yield return null; + } + } +} diff --git a/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs.meta b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs.meta new file mode 100644 index 000000000..c8b6c6653 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 98f122636e424c2199a237d2850a03b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs b/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs new file mode 100644 index 000000000..6417a9e09 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs @@ -0,0 +1,153 @@ +using System; +using System.Collections; +using AibisDream.Framework; +using AibisDream.UI; +using DG.Tweening; +using UnityEngine; + +namespace AibisDream.FixSystem +{ + public struct UfCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.UF; + + public IEnumerator Enter(FixTransition transition) + { + var ufSystem = FixSystemCenter.SystemDic.Get(); + var eyeSystem = FixSystemCenter.SystemDic.Get(); + // 先切BodyModule + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + // 插头回到初始插孔 + FixPanelSystem.GetRepairPanel().ResetPlug(); + // 切换相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + ufSystem.OpenUFView(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); + eyeSystem.OnEnter(); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Eye); + } + + public IEnumerator Exit(FixTransition transition) + { + float duration = 0.5f; + var ufSystem = FixSystemCenter.SystemDic.Get(); + var eyeSystem = FixSystemCenter.SystemDic.Get(); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + eyeSystem.OnExit(); + ufSystem.CloseUFView(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.UF); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + } + } + + public struct EyeCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Eye; + + public IEnumerator Enter(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + bodyModuleSystem.SwitchModuleGroup(ModuleState.Head); + var eyeSystem = FixSystemCenter.SystemDic.Get(); + // 先切BodyModule + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + //打开盖子 + var eyeModule = bodyModuleSystem.FindBodyModuleByType(); + yield return eyeModule.OpenEye(); + + // 插头回到初始插孔 + FixPanelSystem.GetRepairPanel().ResetPlug(); + // 切换相机 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); + yield return UIManager.Instance.GetPanel().FadeInAsync(0.5f); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep); + eyeSystem.OnEnter(); + yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); + + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Eye); + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + var eyeSystem = FixSystemCenter.SystemDic.Get(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.EyeDeep, true); + eyeSystem.OnEnter(); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Eye); + } + + public IEnumerator Exit(FixTransition transition) + { + var bodyModuleSystem = FixSystemCenter.SystemDic.Get(); + float duration = 0.5f; + var eyeSystem = FixSystemCenter.SystemDic.Get(); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Eye); + eyeSystem.OnExit(); + yield return new WaitForSeconds(0.1f); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + //关上 + var eyeModule = bodyModuleSystem.FindBodyModuleByType(); + yield return eyeModule.CloseEye(); + yield return new WaitForSeconds(0.5f); + } + } + + public struct MemoryCue : IFixSceneCue + { + public FixSceneMode Mode => FixSceneMode.Memory; + + public IEnumerator Enter(FixTransition transition) + { + float duration = 0.5f; + var memorySystem = FixSystemCenter.SystemDic.Get(); + // 先切BodyModule + if (!CameraKit.Instance.EqualToCameraState(CameraEnum.BodyModule)) + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + } + + yield return memorySystem.DropMemoryProjector(); + // 插头回到初始插孔 + FixPanelSystem.GetRepairPanel().ResetPlug(); + // 相机聚焦到目标位 + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + memorySystem.OnEnter(); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Memory); + } + + public IEnumerator EnterImmediate(FixTransition transition) + { + var memorySystem = FixSystemCenter.SystemDic.Get(); + + yield return memorySystem.DropMemoryProjector(); + FixPanelSystem.GetRepairPanel().ResetPlug(); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Memory, true); + memorySystem.OnEnter(); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Memory); + } + + public IEnumerator Exit(FixTransition transition) + { + float duration = 0.5f; + var memorySystem = FixSystemCenter.SystemDic.Get(); + yield return UIManager.Instance.GetPanel().FadeInAsync(duration); + memorySystem.OnExit(); + memorySystem.CloseMemoryView(); + yield return UIManager.Instance.GetPanel().FadeOutAsync(duration); + yield return CameraKit.Instance.SwitchCamera(CameraEnum.BodyModule); + memorySystem.PullMemoryProjector(); + } + } +} diff --git a/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs.meta b/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs.meta new file mode 100644 index 000000000..c1779d3f1 --- /dev/null +++ b/Assets/Scripts/FixSystemNew/States/PeipeiFixCues.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 90a6a39492ca40edbf1d17ab821c5e01 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: + diff --git a/Assets/Scripts/FixSystemNew/WhackMole/WhackMoleSystem.cs b/Assets/Scripts/FixSystemNew/WhackMole/WhackMoleSystem.cs index b57ac866c..59dc3e6b0 100644 --- a/Assets/Scripts/FixSystemNew/WhackMole/WhackMoleSystem.cs +++ b/Assets/Scripts/FixSystemNew/WhackMole/WhackMoleSystem.cs @@ -58,17 +58,17 @@ namespace AibisDream.FixSystem _whackMoleHandler.EndWhackGame(); var whackRes = _whackMoleHandler.res; Debug.Log($"结果:共计{whackRes.totalMoleNum}个,成功击中{whackRes.hitMoleNum}个"); - StorageSystem.Instance.SetValue("$whackRes.totalMoleNum", whackRes.totalMoleNum); - StorageSystem.Instance.SetValue("$whackRes.hitMoleNum", whackRes.hitMoleNum); + YarnVariableStorage.Instance.SetValue("$whackRes.totalMoleNum", whackRes.totalMoleNum); + YarnVariableStorage.Instance.SetValue("$whackRes.hitMoleNum", whackRes.hitMoleNum); // 流水线结果 if (_data.HasPipeline()) { var pipelineRes = pipelineSystem.res; Debug.Log( $"流水线结果:共计{pipelineRes.totalProductNum}个,成功{pipelineRes.successNum}个,失败{pipelineRes.failNum}个"); - StorageSystem.Instance.SetValue("$whackRes.totalProductNum", pipelineRes.totalProductNum); - StorageSystem.Instance.SetValue("$whackRes.successNum", pipelineRes.successNum); - StorageSystem.Instance.SetValue("$whackRes.failNum", pipelineRes.failNum); + YarnVariableStorage.Instance.SetValue("$whackRes.totalProductNum", pipelineRes.totalProductNum); + YarnVariableStorage.Instance.SetValue("$whackRes.successNum", pipelineRes.successNum); + YarnVariableStorage.Instance.SetValue("$whackRes.failNum", pipelineRes.failNum); } // 结束 DialogController.Instance?.StartDialogNode("打地鼠结束"); diff --git a/Assets/Scripts/Framework/AudioKit/AudioManager.cs b/Assets/Scripts/Framework/AudioKit/AudioManager.cs index cec16dd38..7bb096af5 100644 --- a/Assets/Scripts/Framework/AudioKit/AudioManager.cs +++ b/Assets/Scripts/Framework/AudioKit/AudioManager.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using AibisDream.FixSystem; using AibisDream.Framework; +using AibisDream.SaveSystem; using FMOD; using FMOD.Studio; using FMODUnity; @@ -37,18 +38,14 @@ namespace AibisDream.Kit #region 事件索引 private List _removeTrigger = new(); - private readonly AudioData _audioData = new(); + private AmbState _currentAmbState = AmbState.Main; #endregion private void Start() { - // 注册事件 RegisterEvent(); - // 启动AMB InitAmb(); - // 注册数据 - RegisterData(); } private void RegisterEvent() @@ -58,16 +55,9 @@ namespace AibisDream.Kit _removeTrigger.Add(EnumEventSystem.Global.Register(DialogEventEnum.LineShown, OnLineShown)); // 场景切换相关 _removeTrigger.Add(EnumEventSystem.Global.Register(EventEnum.SceneLoad, OnSceneLoad)); - _removeTrigger.Add(EnumEventSystem.Global.Register(EventEnum.FixStateSwitch, OnFixStateChange)); + _removeTrigger.Add(EnumEventSystem.Global.Register(EventEnum.FixSceneModeChanged, OnFixSceneModeChange)); _removeTrigger.Add(EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, OnGameQuit)); } - - private void RegisterData() - { - // 注册数据 - StorageSystem.Instance.RegisterData(_audioData); - _audioData.LoadEvent += LoadData; - } public override void OnSingletonDestroy() { @@ -83,7 +73,29 @@ namespace AibisDream.Kit _removeTrigger.Clear(); } - private void LoadData(AudioData data) + public AudioSnapshotDto CaptureSnapshot() + { + var dto = new AudioSnapshotDto + { + ambState = _currentAmbState.ToString() + }; + + foreach (var pair in _musicDict) + { + pair.Value.GetDescription().getPath(out var path); + dto.musicPaths[pair.Key] = path; + } + + foreach (var pair in _sfxDict) + { + pair.Value.GetDescription().getPath(out var path); + dto.sfxPaths[pair.Key] = path; + } + + return dto; + } + + public void RestoreSnapshot(AudioSnapshotDto data) { foreach (var musicEvent in _musicDict.Values) { @@ -94,20 +106,36 @@ namespace AibisDream.Kit { sfxEvent.release(); } - - foreach (var music in data.musicNames) + + _musicDict.Clear(); + _sfxDict.Clear(); + + if (data.musicPaths != null) { - var instance = RuntimeManager.CreateInstance(music.Value); - instance.start(); - _musicDict[music.Key] = instance; + foreach (var music in data.musicPaths) + { + var instance = RuntimeManager.CreateInstance(music.Value); + instance.start(); + _musicDict[music.Key] = instance; + } } - - foreach (var sfx in data.sfxNames) + + if (data.sfxPaths != null) { - var instance = RuntimeManager.CreateInstance(sfx.Value); - instance.start(); - _sfxDict[sfx.Key] = instance; + foreach (var sfx in data.sfxPaths) + { + var instance = RuntimeManager.CreateInstance(sfx.Value); + instance.start(); + _sfxDict[sfx.Key] = instance; + } } + + if (!string.IsNullOrEmpty(data.ambState) + && Enum.TryParse(data.ambState, out var ambState)) + { + ChangeAmb(ambState); + } + } public void PauseAll() @@ -140,6 +168,7 @@ namespace AibisDream.Kit public void ChangeAmb(AmbState state) { + _currentAmbState = state; RuntimeManager.StudioSystem.setParameterByName(AmbStateName, (float)state); } @@ -178,16 +207,14 @@ namespace AibisDream.Kit _musicDict.Clear(); _sfxDict.Clear(); - - _audioData.musicNames.Clear(); - _audioData.sfxNames.Clear(); + _currentAmbState = AmbState.Main; } - private void OnFixStateChange(FixState nextState) + private void OnFixSceneModeChange(FixSceneMode nextState) { // 状态切换时加载 var state = MatchAmbState(nextState); - Debug.Log("OnFixStateChange: " + state); + Debug.Log("OnFixSceneModeChange: " + state); ChangeAmb(state); } @@ -233,14 +260,11 @@ namespace AibisDream.Kit private void RemoveMusic(string key) { _musicDict.Remove(key); - _audioData.musicNames.Remove(key); } private void AddMusic(string key, EventInstance eventInstance) { _musicDict[key] = eventInstance; - eventInstance.GetDescription().getPath(out var path); - _audioData.musicNames[key] = path; } #endregion @@ -312,14 +336,11 @@ namespace AibisDream.Kit private void RemoveSfx(string key) { _sfxDict.Remove(key); - _audioData.sfxNames.Remove(key); } private void AddSfx(string key, EventInstance eventInstance) { _sfxDict[key] = eventInstance; - eventInstance.GetDescription().getPath(out var path); - _audioData.sfxNames[key] = path; } #region 调整音量 @@ -361,18 +382,18 @@ namespace AibisDream.Kit }; } - private static AmbState MatchAmbState(FixState fixState) + private static AmbState MatchAmbState(FixSceneMode fixState) { return fixState switch { - FixState.Clinic => AmbState.Clinic, - FixState.BodyModule => AmbState.Body, - FixState.EmoCut => AmbState.Head, - FixState.MemoryCut => AmbState.Head, - FixState.LogicCut => AmbState.Head, - FixState.UF => AmbState.UF, - FixState.Eye => AmbState.Eye, - FixState.Memory => AmbState.Memory, + FixSceneMode.Clinic => AmbState.Clinic, + FixSceneMode.BodyModule => AmbState.Body, + FixSceneMode.EmoCut => AmbState.Head, + FixSceneMode.MemoryCut => AmbState.Head, + FixSceneMode.LogicCut => AmbState.Head, + FixSceneMode.UF => AmbState.UF, + FixSceneMode.Eye => AmbState.Eye, + FixSceneMode.Memory => AmbState.Memory, _ => AmbState.Main }; } @@ -440,19 +461,5 @@ namespace AibisDream.Kit public void PauseAll(); public void UnPauseAll(); } - - public class AudioData : IData - { - public readonly Dictionary sfxNames = new(); - public readonly Dictionary musicNames = new(); - - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; - } - } } diff --git a/Assets/Scripts/Framework/Core/Core.cs b/Assets/Scripts/Framework/Core/Core.cs index 3315bd954..2ae268add 100644 --- a/Assets/Scripts/Framework/Core/Core.cs +++ b/Assets/Scripts/Framework/Core/Core.cs @@ -1,9 +1,6 @@ using System; -using System.Collections; using System.Collections.Generic; using System.Linq; -using AibisDream.Utility; -using Newtonsoft.Json.Linq; using UnityEngine; namespace AibisDream.Framework @@ -24,15 +21,6 @@ namespace AibisDream.Framework public abstract void SaveLevel(); } - public interface IData - { - IEnumerator Load(); - - void Save() - { - } - } - #region IOC容器 public class IOCContainer @@ -89,183 +77,6 @@ namespace AibisDream.Framework } } - public class DataContainer - { - private Dictionary _instances = new(); - - public int Count => _instances.Count; - - public void Register(T instance) where T : IData - { - var key = typeof(T).AssemblyQualifiedName; - if (key != null) _instances[key] = instance; - } - - public T Get() where T : class, IData - { - var key = typeof(T).AssemblyQualifiedName; - if (key != null && _instances.TryGetValue(key, out var retInstance)) - { - return retInstance as T; - } - - return null; - } - - public object Get(Type type) - { - var key = type.AssemblyQualifiedName; - if (key != null && _instances.TryGetValue(key, out var retInstance)) - { - return retInstance; - } - - return null; - } - - public T Unregister() where T : class, IData - { - var res = Get(); - var assemblyQualifiedName = typeof(T).AssemblyQualifiedName; - if (res != null && assemblyQualifiedName != null) - { - _instances.Remove(assemblyQualifiedName); - return res; - } - - return null; - } - - public void Clear() - { - _instances.Clear(); - } - - public JObject SaveAsJson() - { - foreach (var data in _instances.Values) - { - data.Save(); - } - return JObject.FromObject(_instances); - } - - public IEnumerator LoadByJson(JObject dataJson) - { - // 从加载序号1到10加载数据 - for (var i = 1; i <= 10; i++) - { - // 先筛选对应序号 - var curIdx = i; - var idxInstances = _instances.Where(item => LoadIndex.GetLoadIdx(item.Value) == curIdx).ToArray(); - // 回填数据并加载 - foreach (var instancePair in idxInstances) - { - if (!dataJson.TryGetValue(instancePair.Key, out var data)) - { - Debug.Log(instancePair.Key + "未注册"); - continue; - } - - var fixDataType = Type.GetType(instancePair.Key); - if (fixDataType == null) - { - Debug.Log(instancePair.Key + "类型不存在"); - continue; - } - - // 把Json中读到的参数填回Data - var tempObj = data.ToObject(fixDataType); - CommonUtil.CopyFields(tempObj, instancePair.Value); - - // 回填完成后进行加载 - yield return instancePair.Value.Load(); - } - } - } - - public bool TryGetFieldValue(string variableName, out T fieldValue) - { - fieldValue = default; - var parts = variableName.Split('.'); - if (parts.Length <= 3) - { - Debug.LogError($"{variableName}输入格式错误,应为 '$data.类名.字段名'"); - return false; - } - - var className = parts[1]; - var fieldName = parts[2]; - - var key = _instances.Keys.FirstOrDefault(key => key.Contains(className)); - if (string.IsNullOrEmpty(key)) - { - Debug.LogError($"未找到类名为 {className} 的实例"); - return false; - } - - var instance = _instances[key]; - var fieldInfo = instance.GetType().GetField(fieldName); - if (fieldInfo == null) - { - Debug.LogError($"未找到字段名为 {fieldName} 的字段"); - return false; - } - - var value = fieldInfo.GetValue(instance); - if (typeof(T) == typeof(string)) - { - // 单独处理字符串类型 - fieldValue = (T)(object)(value?.ToString() ?? string.Empty); - return true; - } - - if (typeof(T) == typeof(float)) - { - // 处理数字类型转换为 float - if (value is IConvertible) - { - try - { - fieldValue = (T)(object)Convert.ToSingle(value); - return true; - } - catch (Exception ex) - { - Debug.LogError($"无法将字段值转换为 float: {ex.Message}"); - return false; - } - } - - Debug.LogError("字段值不是可转换为 float 的类型"); - return false; - } - - if (typeof(T) == typeof(bool)) - { - // 处理布尔类型转换为 bool - if (value is IConvertible) - { - fieldValue = (T)(object)Convert.ToBoolean(value); - return true; - } - - Debug.LogError("字段值不是可转换为 bool 的类型"); - return false; - } - - if (value is T typedValue) - { - // 处理其他类型 - fieldValue = typedValue; - return true; - } - - Debug.LogError($"未找到类型为 {typeof(T).Name} 的转换方法"); - return false; - } - } - #endregion #region 事件相关 diff --git a/Assets/Scripts/Framework/OtherKit/AnimatorKit.cs b/Assets/Scripts/Framework/OtherKit/AnimatorKit.cs index 908ec95bc..5a75bf263 100644 --- a/Assets/Scripts/Framework/OtherKit/AnimatorKit.cs +++ b/Assets/Scripts/Framework/OtherKit/AnimatorKit.cs @@ -264,6 +264,67 @@ namespace AibisDream.Framework return null; } } + + /// + /// 从 AnimatorController 构建 shortNameHash → 状态短名 映射,供 ActorAnima 快照 Capture 反查。 + /// Editor 下遍历完整状态机;运行时 fallback 为 animationClips 名称(与状态名一致时有效)。 + /// + public static Dictionary BuildStateHashToNameMap(RuntimeAnimatorController controller) + { + var map = new Dictionary(); + if (controller == null) + { + return map; + } + +#if UNITY_EDITOR + if (controller is AnimatorController animatorController) + { + foreach (var layer in animatorController.layers) + { + if (layer.stateMachine != null) + { + CollectStateNamesFromStateMachine(layer.stateMachine, map); + } + } + + return map; + } +#endif + + foreach (var clip in controller.animationClips) + { + if (clip == null) continue; + var hash = Animator.StringToHash(clip.name); + map.TryAdd(hash, clip.name); + } + + return map; + } + +#if UNITY_EDITOR + private static void CollectStateNamesFromStateMachine( + AnimatorStateMachine stateMachine, + Dictionary map) + { + if (stateMachine == null) return; + + foreach (var childState in stateMachine.states) + { + if (childState.state == null) continue; + var hash = Animator.StringToHash(childState.state.name); + map.TryAdd(hash, childState.state.name); + } + + foreach (var subStateMachine in stateMachine.stateMachines) + { + if (subStateMachine.stateMachine != null) + { + CollectStateNamesFromStateMachine(subStateMachine.stateMachine, map); + } + } + } +#endif } /// diff --git a/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs b/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs new file mode 100644 index 000000000..33e43f8cc --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs @@ -0,0 +1,94 @@ +using System.Collections.Generic; +using AibisDream.Kit; +using UnityEngine; + +namespace AibisDream.Framework +{ + public class BubbleSlotKit : SingletonBase + { + private readonly Dictionary _slotDict = new(); + + private BubbleSlotKit() + { + } + + public void Register(BubbleSlotEnum slotType, BubbleSlotGroup group) + { + if (slotType == BubbleSlotEnum.Default) + { + Debug.LogWarning("[BubbleSlotKit] 不能注册 Default 类型的气泡槽组。"); + return; + } + + if (_slotDict.TryGetValue(slotType, out var existing) && existing != null && existing != group) + { + Debug.LogWarning( + $"[BubbleSlotKit] {slotType} 已被 \"{existing.name}\" 注册,将被 \"{group.name}\" 覆盖"); + } + + _slotDict[slotType] = group; + } + + public void Unregister(BubbleSlotEnum slotType) + { + _slotDict.Remove(slotType); + } + + public void RemoveAll() + { + _slotDict.Clear(); + } + + public bool TryGet(BubbleSlotEnum slotType, out BubbleSlotGroup group) + { + if (_slotDict.TryGetValue(slotType, out group) && group != null) + { + return true; + } + + group = null; + return false; + } + + public BubbleSlotGroupData CollectData(BubbleSlotEnum slotType) + { + if (!TryGet(slotType, out var group)) + { + Debug.LogWarning($"[BubbleSlotKit] CollectData: {slotType} 气泡槽组未注册"); + return default; + } + + return group.CollectData(); + } + + public void LoadBubbles(BubbleSlotEnum slotType) + { + if (!TryGet(slotType, out var group)) + { + Debug.LogWarning($"[BubbleSlotKit] LoadBubbles: {slotType} 气泡槽组未注册"); + return; + } + + DialogUIManager.Instance.LoadBubbles(group.CollectData()); + } + } + + public enum BubbleSlotEnum + { + Default, + Clinic, + BodyModule, + Memory, + Eye, + Cut, + Open, + Sales, + Subway, + SubwayTV, + Outside, + Tarot, + Emo, + Expression, + Analysis + } +} diff --git a/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs.meta b/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs.meta new file mode 100644 index 000000000..47b9f9869 --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/BubbleSlotKit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a8f3c2e1b94d4f6a9e7d5c3b2a10876f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Framework/OtherKit/CameraKit.cs b/Assets/Scripts/Framework/OtherKit/CameraKit.cs index e9fca1621..638604607 100644 --- a/Assets/Scripts/Framework/OtherKit/CameraKit.cs +++ b/Assets/Scripts/Framework/OtherKit/CameraKit.cs @@ -93,6 +93,18 @@ namespace AibisDream.Framework public void RegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera) { + if (_virtualCameraDict.TryGetValue(camType, out var existing) && existing != virtualCamera) + { + var existingName = existing?.VirtualCameraGameObject != null + ? existing.VirtualCameraGameObject.name + : "unknown"; + var newName = virtualCamera?.VirtualCameraGameObject != null + ? virtualCamera.VirtualCameraGameObject.name + : "unknown"; + Debug.LogWarning( + $"RegisterCamera: {camType} 已被 \"{existingName}\" 注册,将被 \"{newName}\" 覆盖"); + } + _virtualCameraDict[camType] = virtualCamera; var vcam = virtualCamera.VirtualCameraGameObject.GetComponent(); @@ -170,11 +182,15 @@ namespace AibisDream.Framework var activeBrain = _orthoCameraBrain; CinemachineBlendDefinition originalBlend = default; + CinemachineBlenderSettings savedCustomBlends = null; if (immediate) { originalBlend = activeBrain.m_DefaultBlend; activeBrain.m_DefaultBlend = new CinemachineBlendDefinition( CinemachineBlendDefinition.Style.Cut, 0f); + // Custom Blends 会覆盖 DefaultBlend;immediate 时必须临时禁用,否则仍走 1s 缓动。 + savedCustomBlends = activeBrain.m_CustomBlends; + activeBrain.m_CustomBlends = null; } _virtualCameraDict.TryGetValue(_curCameraEnum, out var fromVCam); @@ -193,8 +209,14 @@ namespace AibisDream.Framework if (immediate) { ResetVirCam(lastCamEnum); + activeBrain.ManualUpdate(); var blend = originalBlend; - ActionKit.Delay(0f, () => activeBrain.m_DefaultBlend = blend).StartGlobal(); + var customBlends = savedCustomBlends; + ActionKit.DelayFrame(2, () => + { + activeBrain.m_DefaultBlend = blend; + activeBrain.m_CustomBlends = customBlends; + }).StartGlobal(); return 0f; } diff --git a/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs b/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs new file mode 100644 index 000000000..57c361b49 --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs @@ -0,0 +1,38 @@ +using Cinemachine; +using UnityEngine; + +namespace AibisDream.Framework +{ + [RequireComponent(typeof(CinemachineVirtualCamera))] + public class VirtualCamRegistry : MonoBehaviour + { + [SerializeField] private CameraEnum cameraType; + + private void Awake() + { + if (cameraType == CameraEnum.Default) + { + Debug.LogWarning($"[{nameof(VirtualCamRegistry)}] cameraType 不能为 Default,请在 Inspector 配置。", this); + return; + } + + if (!TryGetComponent(out var virtualCam)) + { + Debug.LogWarning($"[{nameof(VirtualCamRegistry)}] 未找到 ICinemachineCamera 组件。", this); + return; + } + + CameraKit.Instance.RegisterCamera(cameraType, virtualCam); + } + + private void OnDestroy() + { + if (cameraType == CameraEnum.Default) + { + return; + } + + CameraKit.Instance?.UnRegisterCamera(cameraType); + } + } +} diff --git a/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs.meta b/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs.meta new file mode 100644 index 000000000..e02f592d8 --- /dev/null +++ b/Assets/Scripts/Framework/OtherKit/VirtualCamRegistry.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7432789ba6bd1a340b824676e1e56184 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Framework/StateMachineKit/StateMachineKit.cs b/Assets/Scripts/Framework/StateMachineKit/StateMachineKit.cs index b075a54b2..2329fed8c 100644 --- a/Assets/Scripts/Framework/StateMachineKit/StateMachineKit.cs +++ b/Assets/Scripts/Framework/StateMachineKit/StateMachineKit.cs @@ -6,11 +6,13 @@ namespace AibisDream.Framework public class StateMachine where T : Enum { public T CurState => _curState.GetState; + public bool HasState => _curState != null; + public IState CurrentStateObj => _curState; public event Action OnStateSwitch; private IState _curState; private readonly Func> _createState; - + public StateMachine(Func> createState) { _createState = createState; @@ -30,7 +32,28 @@ namespace AibisDream.Framework OnStateSwitch?.Invoke(nextState); yield return _curState.Enter(); } - + + /// + /// 强制设置内部状态对象,不触发 Exit / Enter / OnStateSwitch。 + /// 用于读档等需要绕过正常状态过渡的场景。 + /// + public void SetStateImmediate(T state, string args = "") + { + _curState = _createState.Invoke(state, args); + } + + /// + /// 读档恢复:跳过前一状态的 Exit,直接进入目标状态的 EnterImmediate。 + /// + public IEnumerator SwitchStateImmediate(T nextState, string args = "") + { + if (_curState != null && CurState.Equals(nextState)) yield break; + + _curState = _createState.Invoke(nextState, args); + OnStateSwitch?.Invoke(nextState); + yield return _curState.EnterImmediate(); + } + public IEnumerator QuitState() { yield return _curState?.Exit(); @@ -44,6 +67,12 @@ namespace AibisDream.Framework public void SetArgs(string args) {} public IEnumerator Enter(); + /// 读档恢复:跳过过渡动画,直接到达终态。 + public IEnumerator EnterImmediate() + { + yield break; + } + public IEnumerator Exit() { yield break; diff --git a/Assets/Scripts/Game Loop/EventEnums.cs b/Assets/Scripts/Game Loop/EventEnums.cs index 62b8c7666..983b7c44e 100644 --- a/Assets/Scripts/Game Loop/EventEnums.cs +++ b/Assets/Scripts/Game Loop/EventEnums.cs @@ -11,7 +11,7 @@ namespace AibisDream PlugIn, PlugOut, SceneLoad, - FixStateSwitch, + FixSceneModeChanged, CutEnd } @@ -85,4 +85,4 @@ namespace AibisDream TextSpeed, LocaleChanged } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Game Loop/GameManager.cs b/Assets/Scripts/Game Loop/GameManager.cs index a10770b71..befd1dbc8 100644 --- a/Assets/Scripts/Game Loop/GameManager.cs +++ b/Assets/Scripts/Game Loop/GameManager.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using AibisDream.FixSystem; using AibisDream.Framework; using AibisDream.Kit; +using AibisDream.SaveSystem; using AibisDream.UI; using AibisDream.Utility; using UnityEngine; @@ -27,8 +28,6 @@ namespace AibisDream #endregion private BindProperty _currentTalkSceneSo; - private readonly GameLoopData _data = new(); - public override void OnSingletonInit() { LoadAllSceneSos(); @@ -38,11 +37,9 @@ namespace AibisDream { // 管理游戏开始时各部分的初始化 SettingLoader.Init(); - // 数据类注册 - StorageSystem.Instance.RegisterData(_data); + SnapshotRegistry.EnsureInitialized(); // 场景So事件注册 _currentTalkSceneSo = new BindProperty(); - _currentTalkSceneSo.Register(item => _data.curSceneSoName = item.name); #if UNITY_EDITOR if (runMode == RunMode.SingleScene) @@ -114,7 +111,25 @@ namespace AibisDream // 游戏开始 EnumEventSystem.Global.Send(GameLoopEnum.GameStart); - StorageSystem.Instance.Load(fileName); + StartCoroutine(LoadFromSaveFile(fileName)); + } + + public void StartWithSlot(int slotIndex) + { + // 游戏开始 + EnumEventSystem.Global.Send(GameLoopEnum.GameStart); + + StartCoroutine(LoadFromSlot(slotIndex)); + } + + private IEnumerator LoadFromSaveFile(string fileName) + { + yield return SaveRestoreOrchestrator.RestoreFromFile(fileName); + } + + private IEnumerator LoadFromSlot(int slotIndex) + { + yield return SaveRestoreOrchestrator.RestoreFromSlot(slotIndex); } private IEnumerator LoadFirstScene() @@ -270,6 +285,11 @@ namespace AibisDream DialogController.Instance.LoadDialog(_currentTalkSceneSo.Value.yarnProject); } + public TalkSceneSO GetCurrentTalkSceneSo() + { + return _currentTalkSceneSo?.Value; + } + public string GetSceneSoName() { return _currentTalkSceneSo.Value.name; @@ -336,29 +356,6 @@ namespace AibisDream #endregion } - [Serializable] - [LoadIndex(10)] - public class GameLoopData : IData - { - public string curSceneSoName; - - public IEnumerator Load() - { - GameManager.Instance.SetSceneSoByName(curSceneSoName); - GameManager.Instance.StartDialog(); - yield break; - } - } - - public static class GameLoopYarnCommand - { - [YarnCommand("auto_save")] - public static void AutoSave() - { - StorageSystem.Instance.Save(); - } - } - public struct GameLoopState { public bool isInGame; diff --git a/Assets/Scripts/Game Loop/LoadIndex.cs b/Assets/Scripts/Game Loop/LoadIndex.cs deleted file mode 100644 index 3d7e3d596..000000000 --- a/Assets/Scripts/Game Loop/LoadIndex.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System; -using System.Reflection; - -namespace AibisDream -{ - public class LoadIndex : Attribute - { - private int Idx { get; } - - public LoadIndex(int idx) - { - Idx = idx; - } - - public static int GetLoadIdx(T instance) - { - // 先通过反射拿到属性 - var attribute = instance.GetType().GetCustomAttribute(); - return attribute?.Idx ?? 5; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/LoadIndex.cs.meta b/Assets/Scripts/Game Loop/LoadIndex.cs.meta deleted file mode 100644 index 64ce7dda2..000000000 --- a/Assets/Scripts/Game Loop/LoadIndex.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: cbb1d63c733941879217082bda086ade -timeCreated: 1742905792 \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/SceneLoader.cs b/Assets/Scripts/Game Loop/SceneLoader.cs index 6e1bddf22..34d039f62 100644 --- a/Assets/Scripts/Game Loop/SceneLoader.cs +++ b/Assets/Scripts/Game Loop/SceneLoader.cs @@ -1,5 +1,4 @@ -using System; -using System.Collections; +using System.Collections; using AibisDream.Framework; using AibisDream.Kit; using AibisDream.FixSystem; @@ -19,11 +18,12 @@ namespace AibisDream private string _sceneToLoad; private bool _isLoading; - private readonly SceneData _data = new(); + private string _currentSceneName; + + public string CurrentSceneName => _currentSceneName; public override void OnSingletonInit() { - StorageSystem.Instance.RegisterData(_data); } #endregion @@ -56,7 +56,7 @@ namespace AibisDream _sceneToLoad = targetScene; // 在卸载场景前清理所有系统 - if (!string.IsNullOrEmpty(_data.sceneName)) + if (!string.IsNullOrEmpty(_currentSceneName)) { DOTween.KillAll(); @@ -79,7 +79,7 @@ namespace AibisDream // 场景加载完成,通知各系统 EnumEventSystem.Global.Send(EventEnum.SceneLoad, _sceneToLoad); - _data.sceneName = _sceneToLoad; + _currentSceneName = _sceneToLoad; UIManager.Instance.GetPanel().HideLoading(); _isLoading = false; } @@ -100,7 +100,7 @@ namespace AibisDream ResourceSystem.ReleaseSceneLoader(); yield return Addressables.UnloadSceneAsync(_loadHandle); - _data.sceneName = null; + _currentSceneName = null; } _isLoading = false; @@ -108,16 +108,4 @@ namespace AibisDream } } - [Serializable] - [LoadIndex(1)] - public class SceneData : IData - { - public string sceneName; - - public IEnumerator Load() - { - // yield return UIManager.Instance.GetPanel().FadeInAsync(); - yield return SceneLoader.Instance.LoadSceneAsync(sceneName); - } - } } \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/StorageSystem.cs b/Assets/Scripts/Game Loop/StorageSystem.cs deleted file mode 100644 index 4e9ccfdac..000000000 --- a/Assets/Scripts/Game Loop/StorageSystem.cs +++ /dev/null @@ -1,403 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Globalization; -using System.IO; -using System.Linq; -using AibisDream.Framework; -using AibisDream.Kit; -using AibisDream.Utility; -using AibisDream.UI; -using Newtonsoft.Json.Linq; -using UnityEngine; -using Yarn.Unity; - - -namespace AibisDream -{ - public class StorageSystem : VariableStorageBehaviour - { - private const string VariablePrefix = "$"; - private const string GlobalPrefix = "$global_"; - private const string DataPrefix = "$data."; - private const int MaxSaveNum = 200; - - #region 存储部分 - - private readonly Dictionary _variableDict = new(); - private readonly DataContainer _dataContainer = new(); - - #endregion - - #region 数据类注册和注销 - - public void RegisterData(T data) where T : IData - { - _dataContainer.Register(data); - } - - public void UnregisterData() where T : class, IData - { - _dataContainer.Unregister(); - } - - #endregion - - #region 变量设置 - - public override void SetValue(string variableName, bool boolValue) - { - SetValue(variableName, boolValue); - } - - public override void SetValue(string variableName, string stringValue) - { - SetValue(variableName, stringValue); - } - - public override void SetValue(string variableName, float floatValue) - { - SetValue(variableName, floatValue); - } - - private void SetValue(string variableName, T value) - { - var variableType = ValidateVariableName(variableName); - - if (variableType == VariableType.Illegal) - { - Debug.LogError($"{variableName}: 缺少$前缀"); - return; - } - - if (variableType == VariableType.DataField) - { - Debug.LogError($"{variableName}: 暂时不支持直接设置系统数据"); - return; - } - - // Global和Local直接设置 - _variableDict[variableName] = value; - - // 数据设置事件广播 - var variableItem = new VariableItem - { - variableName = variableName, - value = value - }; - EnumEventSystem.Global.Send(StorageEvent.VariableSet, variableItem); - } - - public override void Clear() - { - _variableDict.Clear(); - } - - public void ClearLocal() - { - // 收集所有Local类型的变量 - var locals = _variableDict.Keys.Where(item => ValidateVariableName(item) == VariableType.Local).ToArray(); - // 清除 - foreach (var localKey in locals) - { - _variableDict.Remove(localKey); - } - } - - #endregion - - #region 变量获取 - - public override bool Contains(string variableName) - { - var variableType = ValidateVariableName(variableName); - if (variableType == VariableType.Illegal) - { - return false; - } - - return variableType == VariableType.DataField - ? _dataContainer.TryGetFieldValue(variableName, out _) - : _variableDict.ContainsKey(variableName); - } - - public override bool TryGetValue(string variableName, out T result) - { - var variableType = ValidateVariableName(variableName); - // 非法的直接pass - if (variableType == VariableType.Illegal) - { - result = default; - return false; - } - - // 在系统数据中查找 - if (variableType == VariableType.DataField) - { - return _dataContainer.TryGetFieldValue(variableName, out result); - } - - // 直接查找数据 - if (_variableDict.TryGetValue(variableName, out var value)) - { - if (value is T target) - { - result = target; - return true; - } - } - - if (TryGetInitialValue(variableName, out result)) - { - return true; - } - - result = default; - return false; - } - - private bool TryGetInitialValue(string variableName, out T result) - { - result = default; - - if (Program == null || !Program.InitialValues.TryGetValue(variableName, out var initialValue)) - { - return false; - } - - if (!InitialValueMatchesType(initialValue.ValueCase)) - { - return false; - } - - return Program.TryGetInitialValue(variableName, out result); - } - - private static bool InitialValueMatchesType(Yarn.Operand.ValueOneofCase valueCase) - { - var targetType = typeof(T); - - return valueCase switch - { - Yarn.Operand.ValueOneofCase.BoolValue => targetType == typeof(bool), - Yarn.Operand.ValueOneofCase.StringValue => targetType == typeof(string), - Yarn.Operand.ValueOneofCase.FloatValue => targetType == typeof(float), - _ => false - }; - } - - #endregion - - #region 序列化 - - public override void SetAllVariables(Dictionary floats, Dictionary strings, - Dictionary bools, bool clear = true) - { - if (clear) - { - Clear(); - } - - foreach (var value in floats) - { - SetValue(value.Key, value.Value); - } - - foreach (var value in strings) - { - SetValue(value.Key, value.Value); - } - - foreach (var value in bools) - { - SetValue(value.Key, value.Value); - } - } - - public override (Dictionary FloatVariables, Dictionary StringVariables, - Dictionary BoolVariables) GetAllVariables() - { - var floatDict = new Dictionary(); - var stringDict = new Dictionary(); - var boolDict = new Dictionary(); - - foreach (var variablePair in _variableDict) - { - switch (variablePair.Value) - { - case float: - { - var value = Convert.ToSingle(variablePair.Value); - floatDict.Add(variablePair.Key, value); - break; - } - case string: - { - var value = Convert.ToString(variablePair.Value); - stringDict.Add(variablePair.Key, value); - break; - } - case bool: - { - var value = Convert.ToBoolean(variablePair.Value); - boolDict.Add(variablePair.Key, value); - break; - } - default: - Debug.Log($"{variablePair.Key} is not a valid type"); - break; - } - } - - return (floatDict, stringDict, boolDict); - } - - #endregion - - #region 保存/加载 - - public void Save() - { - ActionKit.Sequence() - .Callback(() => UIManager.Instance.GetPanel().ShowSaveLoading()) - .Delay(1f) - .Callback(() => UIManager.Instance.GetPanel().HideSaveLoading()) - .Start(this); - - using (new CodeTimer("Save")) - { - // 先序列化Yarn变量 - var saveFile = new JObject(); - - // 保存版本号 - saveFile["version"] = $"Ver.{Application.version}"; - saveFile["time"] = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"); - - // 保存系统数据 - saveFile["systemData"] = _dataContainer.SaveAsJson(); - - // 保存对话变量 - var (floatDict, stringDict, boolDict) = GetAllVariables(); - saveFile["floatDict"] = JObject.FromObject(floatDict); - saveFile["stringDict"] = JObject.FromObject(stringDict); - saveFile["boolDict"] = JObject.FromObject(boolDict); - - // 存为Json - JsonUtil.SaveJObject(saveFile, GetSavePath()); -#if !UNITY_EDITOR - DeleteOldSave(); -#endif - } - } - - private void DeleteOldSave() - { - if (Directory.Exists(ConstRef.SaveFilePath)) - { - var fileList = Directory.GetFiles(ConstRef.SaveFilePath); - if (fileList.Length > MaxSaveNum) - { - var sorted = fileList.OrderByDescending(f => f).ToArray(); - for (var i = MaxSaveNum; i < fileList.Length; i++) - { - File.Delete(sorted[i]); - } - } - } - else - { - Directory.CreateDirectory(ConstRef.SaveFilePath); - } - } - - public void Load(string savePath) - { - // 先将存档文件转为JObject - var saveData = JsonUtil.ReadJObject(savePath); - // 加载Yarn数据 - var floatDict = saveData["floatDict"]?.ToObject>(); - var stringDict = saveData["stringDict"]?.ToObject>(); - var boolDict = saveData["boolDict"]?.ToObject>(); - SetAllVariables(floatDict, stringDict, boolDict); - - // 加载系统数据 - if (saveData["systemData"] is not JObject systemDataJson) - { - Debug.Log("维修数据读取问题"); - return; - } - - StartCoroutine(_dataContainer.LoadByJson(systemDataJson)); - } - - private string GetSavePath() - { - Directory.CreateDirectory(ConstRef.SaveFilePath); - - string gameStage; - if (TryGetValue("$gameStage", out float gameStageFloat)) - { - gameStage = gameStageFloat.ToString(CultureInfo.InvariantCulture); - } - else - { - TryGetValue("$gameStage", out string gameStageStr); - gameStage = gameStageStr; - } - - return - $"{ConstRef.SaveFilePath}/{DateTime.Now:yyyyMMdd-HHmmss}_{GameManager.Instance.GetSceneSoName()}_{gameStage}"; - } - - #endregion - - private static VariableType ValidateVariableName(string variableName) - { - if (string.IsNullOrWhiteSpace(variableName) || !variableName.StartsWith(VariablePrefix)) - { - return VariableType.Illegal; - } - - if (variableName.StartsWith(GlobalPrefix)) - { - return VariableType.Global; - } - - if (variableName.StartsWith(DataPrefix)) - { - return VariableType.DataField; - } - - return VariableType.Local; - } - - #region 单例部分 - - public static StorageSystem Instance { get; private set; } - - private void Awake() - { - if (Instance != null) - { - Destroy(gameObject); - } - - Instance = this; - } - - #endregion - } - - public enum VariableType - { - Local, - Global, - DataField, - Illegal - } - - public struct VariableItem - { - public string variableName; - public object value; - } -} diff --git a/Assets/Scripts/Game Loop/StorageSystem.cs.meta b/Assets/Scripts/Game Loop/StorageSystem.cs.meta deleted file mode 100644 index 8d87d35be..000000000 --- a/Assets/Scripts/Game Loop/StorageSystem.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: bd2f44edfbd942b49bb7a37f80d7a5eb -timeCreated: 1742802488 \ No newline at end of file diff --git a/Assets/Scripts/Game Loop/YarnVariableStorage.cs b/Assets/Scripts/Game Loop/YarnVariableStorage.cs new file mode 100644 index 000000000..d4dc580c6 --- /dev/null +++ b/Assets/Scripts/Game Loop/YarnVariableStorage.cs @@ -0,0 +1,252 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using AibisDream.Framework; +using AibisDream.SaveSystem; +using UnityEngine; +using Yarn; +using Yarn.Unity; + +namespace AibisDream +{ + /// + /// Yarn 运行时变量存储(VariableStorageBehaviour)。 + /// 存档快照、落盘、深度维修容器见 SaveSystem 下各类。 + /// + public class YarnVariableStorage : VariableStorageBehaviour + { + private const string VariablePrefix = "$"; + private const string GlobalPrefix = "$global_"; + + private readonly Dictionary _variableDict = new(); + + #region 变量设置 + + public override void SetValue(string variableName, bool boolValue) + { + SetValue(variableName, boolValue); + } + + public override void SetValue(string variableName, string stringValue) + { + SetValue(variableName, stringValue); + } + + public override void SetValue(string variableName, float floatValue) + { + SetValue(variableName, floatValue); + } + + private void SetValue(string variableName, T value) + { + var variableType = ValidateVariableName(variableName); + + if (variableType == VariableType.Illegal) + { + Debug.LogError($"{variableName}: 缺少$前缀"); + return; + } + + _variableDict[variableName] = value; + + var variableItem = new VariableItem + { + variableName = variableName, + value = value + }; + EnumEventSystem.Global.Send(StorageEvent.VariableSet, variableItem); + } + + public override void Clear() + { + _variableDict.Clear(); + } + + public void ClearLocal() + { + var locals = _variableDict.Keys.Where(item => ValidateVariableName(item) == VariableType.Local).ToArray(); + foreach (var localKey in locals) + { + _variableDict.Remove(localKey); + } + } + + #endregion + + #region 变量获取 + + public override bool Contains(string variableName) + { + var variableType = ValidateVariableName(variableName); + if (variableType == VariableType.Illegal) + { + return false; + } + + return _variableDict.ContainsKey(variableName); + } + + public override bool TryGetValue(string variableName, out T result) + { + var variableType = ValidateVariableName(variableName); + if (variableType == VariableType.Illegal) + { + result = default; + return false; + } + + switch (GetVariableKind(variableName)) + { + case VariableKind.Stored: + if (_variableDict.TryGetValue(variableName, out var value) && value is T target) + { + result = target; + return true; + } + + if (Program == null) + { + throw new InvalidOperationException( + $"Can't get initial value for variable {variableName}, because {nameof(Program)} is not set"); + } + + return Program.TryGetInitialValue(variableName, out result); + + case VariableKind.Smart: + if (SmartVariableEvaluator == null) + { + throw new InvalidOperationException( + $"Can't get value for smart variable {variableName}, because {nameof(SmartVariableEvaluator)} is not set"); + } + + return SmartVariableEvaluator.TryGetSmartVariable(variableName, out result); + + default: + result = default; + return false; + } + } + + #endregion + + #region 序列化(供 SnapshotCapture / SnapshotRestore 使用) + + public override void SetAllVariables(Dictionary floats, Dictionary strings, + Dictionary bools, bool clear = true) + { + if (clear) + { + Clear(); + } + + if (floats != null) + { + foreach (var value in floats) + { + SetValue(value.Key, value.Value); + } + } + + if (strings != null) + { + foreach (var value in strings) + { + SetValue(value.Key, value.Value); + } + } + + if (bools != null) + { + foreach (var value in bools) + { + SetValue(value.Key, value.Value); + } + } + } + + public override (Dictionary FloatVariables, Dictionary StringVariables, + Dictionary BoolVariables) GetAllVariables() + { + var floatDict = new Dictionary(); + var stringDict = new Dictionary(); + var boolDict = new Dictionary(); + + foreach (var variablePair in _variableDict) + { + switch (variablePair.Value) + { + case float: + { + var value = Convert.ToSingle(variablePair.Value); + floatDict.Add(variablePair.Key, value); + break; + } + case string: + { + var value = Convert.ToString(variablePair.Value); + stringDict.Add(variablePair.Key, value); + break; + } + case bool: + { + var value = Convert.ToBoolean(variablePair.Value); + boolDict.Add(variablePair.Key, value); + break; + } + default: + Debug.Log($"{variablePair.Key} is not a valid type"); + break; + } + } + + return (floatDict, stringDict, boolDict); + } + + #endregion + + private static VariableType ValidateVariableName(string variableName) + { + if (string.IsNullOrWhiteSpace(variableName) || !variableName.StartsWith(VariablePrefix)) + { + return VariableType.Illegal; + } + + if (variableName.StartsWith(GlobalPrefix)) + { + return VariableType.Global; + } + + return VariableType.Local; + } + + #region 单例 + + public static YarnVariableStorage Instance { get; private set; } + + private void Awake() + { + if (Instance != null) + { + Destroy(gameObject); + } + + Instance = this; + SnapshotRegistry.EnsureInitialized(); + } + + #endregion + } + + public enum VariableType + { + Local, + Global, + Illegal + } + + public struct VariableItem + { + public string variableName; + public object value; + } +} diff --git a/Assets/Scripts/Game Loop/YarnVariableStorage.cs.meta b/Assets/Scripts/Game Loop/YarnVariableStorage.cs.meta new file mode 100644 index 000000000..6af3a5a80 --- /dev/null +++ b/Assets/Scripts/Game Loop/YarnVariableStorage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd2f44edfbd942b49bb7a37f80d7a5eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs index 42e62b7e1..95e77202a 100644 --- a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleSystem.cs @@ -123,7 +123,7 @@ namespace AibisDream var validateResult = validator.Validate(grid.GetShapes()); var shapesInGrid = grid.GetShapes().Select(s => s.BlockShapeData.blockShapeInfo.shapeName).ToArray(); - StorageSystem.Instance.SetValue("$shapesInGrid", string.Join(",", shapesInGrid)); + YarnVariableStorage.Instance.SetValue("$shapesInGrid", string.Join(",", shapesInGrid)); // 如果验证通过, 则设置变量并弹出对话 if (validateResult.isPass) @@ -236,7 +236,7 @@ namespace AibisDream // 点击形状 blockPuzzlePanel.ShowShapeInScreen(blockShape.BlockShapeData.blockShapeInfo); // 播放事件节点 - StorageSystem.Instance.SetValue("$selectedShape", blockShape.BlockShapeData.blockShapeInfo.shapeName); + YarnVariableStorage.Instance.SetValue("$selectedShape", blockShape.BlockShapeData.blockShapeInfo.shapeName); SingleCastEventSystem.Global.Trigger(DialogEventEnum.StartNode, "ShapeSelected"); } diff --git a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs index a784a6753..0955eff59 100644 --- a/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/AnalysisSystem_Archived/AnalysisModeManager.cs @@ -6,8 +6,6 @@ using System.Linq; using DG.Tweening; using Shapes; using AibisDream.FixSystem; -using AibisDream.Framework; -using Cinemachine; namespace AibisDream.MiniGame.Language { @@ -137,7 +135,6 @@ namespace AibisDream.MiniGame.Language /// public class AnalysisModeManager : MonoBehaviour { - public BubbleSlotGroup bubbleSlotGroup; [Header("Canvas 引用(共享)")] [SerializeField] private Canvas sharedCanvas; // 共享 LanguageParticleManager 的 canvas @@ -225,25 +222,10 @@ namespace AibisDream.MiniGame.Language private void Start() { - // 注册到系统字典 FixSystemCenter.SystemDic.Register(this); - - // 注册相机 - var virtualCam = transform.Find("Analysis Camera")?.GetComponent(); - if (virtualCam != null) - { - CameraKit.Instance.RegisterCamera(CameraEnum.AnalysisMode, virtualCam); - } - SetupUI(); } - private void OnDestroy() - { - CameraKit.Instance?.UnRegisterCamera(CameraEnum.AnalysisMode); - CameraKit.Instance?.UnRegisterCamera(CameraEnum.AnalysisModeDeep); - } - /// /// 进入分析模式(由状态机调用) /// diff --git a/Assets/Scripts/MiniGame/HuoShan/Emo/EmoManager.cs b/Assets/Scripts/MiniGame/HuoShan/Emo/EmoManager.cs index d423d45cd..3fe1d09af 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Emo/EmoManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Emo/EmoManager.cs @@ -1,13 +1,10 @@ using UnityEngine; using AibisDream.FixSystem; -using Cinemachine; -using AibisDream.Framework; namespace AibisDream { public class EmoManager : MonoBehaviour { - public BubbleSlotGroup bubbleSlotGroup; private GameObject emoView; void Start() @@ -15,10 +12,6 @@ namespace AibisDream FixSystemCenter.SystemDic.Register(this); emoView = transform.Find("Emo View").gameObject; emoView.SetActive(false); - var virtualCam = transform.Find("Emo Camera").GetComponent(); - var virtualCam2 = transform.Find("Emo Deep Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.Emo, virtualCam); - CameraKit.Instance.RegisterCamera(CameraEnum.EmoDeep, virtualCam2); } public void OpenView() diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs index 811ad7b33..ee27d806d 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs @@ -2,8 +2,6 @@ using System.Collections; using DG.Tweening; using UnityEngine; using AibisDream.FixSystem; -using Cinemachine; -using AibisDream.Framework; using AibisDream.MiniGame.Language; using System.Collections.Generic; @@ -14,7 +12,6 @@ namespace AibisDream /// public class ExpressionManager : MonoBehaviour { - public BubbleSlotGroup bubbleSlotGroup; [Header("系统组件")] [SerializeField] private LanguageParticleManager particleManager; [SerializeField] private GameObject expressionView; @@ -61,19 +58,6 @@ namespace AibisDream { glitchController = GetComponentInChildren(true); } - - // 注册相机 - var virtualCam = transform.Find("Expression Camera")?.GetComponent(); - if (virtualCam != null) - { - CameraKit.Instance.RegisterCamera(CameraEnum.Expression, virtualCam); - } - - var virtualCam2 = transform.Find("Expression Deep Camera")?.GetComponent(); - if (virtualCam2 != null) - { - CameraKit.Instance.RegisterCamera(CameraEnum.ExpressionDeep, virtualCam2); - } } /// @@ -251,10 +235,5 @@ namespace AibisDream yield return glitchController.StartCoroutine(glitchController.TransitionToAndWait(to, duration)); } - private void OnDestroy() - { - CameraKit.Instance?.UnRegisterCamera(CameraEnum.Expression); - CameraKit.Instance?.UnRegisterCamera(CameraEnum.ExpressionDeep); - } } } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs index c719e1211..f39bbfc05 100644 --- a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs +++ b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/KnobController.cs @@ -707,7 +707,7 @@ namespace AibisDream.MiniGame.HuoShan private void TriggerFailure() { _failCount++; - StorageSystem.Instance?.SetValue("$knobFailCount", (float)_failCount); + YarnVariableStorage.Instance?.SetValue("$knobFailCount", (float)_failCount); _hasFailed = true; Debug.Log($"[KnobController] Failure #{_failCount} at {_currentPower:F1}%, waiting for snapback..."); diff --git a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs index 02c735180..16d2e3682 100644 --- a/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/SalesSystem/SalesManager.cs @@ -1,9 +1,7 @@ using UnityEngine; using UnityEngine.Events; -using Cinemachine; using AibisDream; using AibisDream.FixSystem; -using AibisDream.Framework; using System.Collections; using System.Collections.Generic; using DG.Tweening; @@ -26,15 +24,6 @@ namespace AibisDream.MiniGame.Language [Tooltip("销售系统主视图对象(会自动查找名为'SaleView'或'SellView'的子对象)")] [SerializeField] private GameObject saleView; - [HideInInspector] public BubbleSlotGroup bubbleSlotGroup; - - [Header("相机配置")] - [Tooltip("主销售相机")] - [SerializeField] private CameraEnum mainCamera = CameraEnum.SaleCamera; - - [Tooltip("深度销售相机(可选)")] - [SerializeField] private CameraEnum deepCamera = CameraEnum.SaleDeepCamera; - [Header("销售模块深入 - Crank 与 Slider 协调")] [Tooltip("发条控制器(不填则从 saleView 下查找)")] [SerializeField] private CrankController crankController; @@ -90,7 +79,6 @@ namespace AibisDream.MiniGame.Language [Tooltip("盖子淡出时长")] [SerializeField] private float coverFadeDuration = 0.5f; - private readonly List registeredCameras = new(); private bool _isProcessorDeepMode; private Vector3 _saleViewOriginalPos; private Vector3 _saleViewOriginalScale; @@ -139,26 +127,9 @@ namespace AibisDream.MiniGame.Language sliderController?.SetControlActive(true); } - private void Awake() - { - // 对话气泡槽组(SaleSystem 下名为 "Bubble Slots" 的 GameObject) - var bubbleSlots = transform.Find("Bubble Slots"); - if (bubbleSlots != null) - { - bubbleSlotGroup = bubbleSlots.GetComponent(); - if (bubbleSlotGroup == null) - Debug.LogWarning("[SalesManager] 找到 'Bubble Slots' 但无 BubbleSlotGroup 组件", this); - } - else - { - Debug.LogWarning("[SalesManager] 未找到名为 'Bubble Slots' 的子对象,对话气泡将无法显示", this); - } - } - private void Start() { RegisterToSystem(); - RegisterCameras(); FindSaleView(); FindSaleViewEnterAnimation(); FindCrankController(); @@ -171,7 +142,6 @@ namespace AibisDream.MiniGame.Language private void OnDestroy() { _deepModeSequence?.Kill(); - UnregisterCameras(); UnsubscribeFromCrankSlider(); } @@ -307,7 +277,7 @@ namespace AibisDream.MiniGame.Language if (_currentTurnIndex > totalTurns) return; // 滑片开始转动前,先触发 ChipModule 解释当前步骤(Stage3 等配合) - StorageSystem.Instance?.SetValue("$salesTurnIndex", (float)_currentTurnIndex); + YarnVariableStorage.Instance?.SetValue("$salesTurnIndex", (float)_currentTurnIndex); if (!string.IsNullOrEmpty(crankSlideStartNode)) DialogController.Instance?.StartDialogNode(crankSlideStartNode); @@ -327,7 +297,7 @@ namespace AibisDream.MiniGame.Language { if (string.IsNullOrEmpty(crankCompleteNode)) return; - StorageSystem.Instance?.SetValue("$salesTurnIndex", (float)_currentTurnIndex); + YarnVariableStorage.Instance?.SetValue("$salesTurnIndex", (float)_currentTurnIndex); DialogController.Instance?.StartDialogNode(crankCompleteNode); } @@ -347,59 +317,6 @@ namespace AibisDream.MiniGame.Language FixSystemCenter.SystemDic.Register(this); } - /// - /// 注册所有相机到CameraKit - /// - private void RegisterCameras() - { - if (CameraKit.Instance == null) - { - Debug.LogError("[SalesManager] CameraKit.Instance 为 null,无法注册相机!"); - return; - } - - // 获取所有相机 - var virtualCams = GetComponentsInChildren(); - - if (virtualCams.Length == 0) - { - Debug.LogWarning("[SalesManager] 未找到任何 ICinemachineCamera 组件!"); - return; - } - - // 注册主相机 - if (virtualCams.Length > 0) - { - CameraKit.Instance.RegisterCamera(mainCamera, virtualCams[0]); - registeredCameras.Add(mainCamera); - Debug.Log($"[SalesManager] 成功注册主相机: {mainCamera}"); - } - - // 注册深度相机(如果有) - if (virtualCams.Length > 1) - { - CameraKit.Instance.RegisterCamera(deepCamera, virtualCams[1]); - registeredCameras.Add(deepCamera); - Debug.Log($"[SalesManager] 成功注册深度相机: {deepCamera}"); - } - } - - /// - /// 从CameraKit注销所有相机 - /// - private void UnregisterCameras() - { - if (CameraKit.Instance == null) return; - - foreach (var cameraType in registeredCameras) - { - CameraKit.Instance.UnRegisterCamera(cameraType); - Debug.Log($"[SalesManager] 已注销相机: {cameraType}"); - } - - registeredCameras.Clear(); - } - /// /// 打开销售系统界面 /// diff --git a/Assets/Scripts/MiniGame/Peipei/CutLine/LineInteraction.cs b/Assets/Scripts/MiniGame/Peipei/CutLine/LineInteraction.cs index aefc94876..019ce67ee 100644 --- a/Assets/Scripts/MiniGame/Peipei/CutLine/LineInteraction.cs +++ b/Assets/Scripts/MiniGame/Peipei/CutLine/LineInteraction.cs @@ -90,7 +90,7 @@ public class LineInteraction : MonoBehaviour Destroy(gameObject); // 调用对话控制器 - DialogController.Instance.StartDialogNode("CutLine"); + DialogController.Instance.StartDialogNode("OnCutLineComplete"); } public void ActivateInteraction() diff --git a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs index 5965f9a41..72850042d 100644 --- a/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/Eye/EyeSystem.cs @@ -7,9 +7,9 @@ using Yarn.Unity; using System.Linq; using UnityEngine.UI; using AibisDream.FixSystem; -using Cinemachine; using AibisDream.Framework; using AibisDream.Kit; +using AibisDream.SaveSystem; using UnityEngine.ResourceManagement.AsyncOperations; using Sequence = DG.Tweening.Sequence; @@ -19,7 +19,6 @@ namespace AibisDream { private const string MemorySpritePath = "Sprite/Memory/{0}.png"; - public BubbleSlotGroup bubbleSlotGroup; [SerializeField] private List targets = new(); // 保存目标列表 public List Targets => targets; // 提供目标列表的公共访问 private EyeTarget currentTarget; // 当前选中的目标 @@ -29,7 +28,20 @@ namespace AibisDream public GameObject eyeView; public ViewCameraManager cameraManager; private IEyeStateEffect eyeStateEffect; - private EyeData _eyeData = new(); + private EyeColorState _currentState = EyeColorState.CannotImagineColor; + + /// 获取当前 Eye 颜色阶段。 + public EyeColorState GetCurrentColorState() => _currentState; + + public enum EyeColorState + { + CanImagineColor, + CannotImagineColor, + EyeDisorder, + CanSeeColor, + HaveChip + } + private Tween hsvShiftTween; private MouseFollowAndZoom mouseFollowAndZoom; private RenderTexture runtimeEyeRenderTexture; @@ -168,26 +180,29 @@ namespace AibisDream public void Init() { FixSystemCenter.SystemDic.Register(this); - var virtualCam = transform.Find("Eye Camera").GetComponent(); - var virtualCamDeep = transform.Find("Eye DeepCamera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.Eye, virtualCam); - CameraKit.Instance.RegisterCamera(CameraEnum.EyeDeep, virtualCamDeep); - StorageSystem.Instance.RegisterData(_eyeData); - // 添加加载逻辑 - _eyeData.LoadEvent += LoadData; - - // 确保 ViewCamera 默认不激活 + if (cameraManager != null) { cameraManager.gameObject.SetActive(false); } - - EnsureMouseFollowAndZoom(); } - private void LoadData(EyeData eyedata) + public EyeSnapshotDto CaptureEyeSnapshot() { - SetEyeColorState(eyedata.currentState); + return new EyeSnapshotDto { eyeColorState = _currentState.ToString() }; + } + + public void ApplyEyeSnapshot(EyeSnapshotDto dto) + { + if (dto == null || string.IsNullOrEmpty(dto.eyeColorState)) + { + return; + } + + if (Enum.TryParse(dto.eyeColorState, true, out EyeColorState state)) + { + SetEyeColorState(state); + } } public void OnEnter() @@ -267,7 +282,7 @@ namespace AibisDream private void Start() { - SetEyeColorState(_eyeData.currentState); + SetEyeColorState(_currentState); EnsureMouseFollowAndZoom(); } @@ -304,7 +319,7 @@ namespace AibisDream yield break; } - StorageSystem.Instance.SetValue("$currentEyeTarget", target.name); + YarnVariableStorage.Instance.SetValue("$currentEyeTarget", target.name); StartCoroutine(EyeEffectFadeOut()); cameraManager.MoveCameraTo(target.targetTransform ? target.targetTransform : target.transform, 1f); @@ -401,7 +416,7 @@ namespace AibisDream public void SetEyeColorStateForYarn(string state) { // Try to parse the string as an EyeColorState - if (!Enum.TryParse(state, true, out EyeData.EyeColorState eyeState)) + if (!Enum.TryParse(state, true, out EyeColorState eyeState)) { throw new ArgumentException("Invalid eye state: " + state, nameof(state)); } @@ -410,24 +425,24 @@ namespace AibisDream SetEyeColorState(eyeState); } - private void SetEyeColorState(EyeData.EyeColorState state) + private void SetEyeColorState(EyeColorState state) { - _eyeData.currentState = state; + _currentState = state; switch (state) { - case EyeData.EyeColorState.CanImagineColor: + case EyeColorState.CanImagineColor: eyeStateEffect = new CanImagineColorEffect(); break; - case EyeData.EyeColorState.CannotImagineColor: + case EyeColorState.CannotImagineColor: eyeStateEffect = new CannotImagineColorEffect(); break; - case EyeData.EyeColorState.EyeDisorder: + case EyeColorState.EyeDisorder: eyeStateEffect = new EyeDisorderEffect(); break; - case EyeData.EyeColorState.CanSeeColor: + case EyeColorState.CanSeeColor: eyeStateEffect = new CanSeeColorEffect(); break; - case EyeData.EyeColorState.HaveChip: + case EyeColorState.HaveChip: eyeStateEffect = new HaveChip(); break; default: @@ -607,7 +622,7 @@ namespace AibisDream [YarnCommand("EyeGetColor")] public void GetColor() { - SetEyeColorState(EyeData.EyeColorState.CanImagineColor); + SetEyeColorState(EyeColorState.CanImagineColor); // 对目标列表中的每个目标执行 ColorBack 方法 foreach (EyeTarget target in targets) { @@ -617,25 +632,4 @@ namespace AibisDream // 切换到 CanImagineColorEffect 状态 } } - - public class EyeData : IData - { - public enum EyeColorState - { - CanImagineColor, - CannotImagineColor, - EyeDisorder, - CanSeeColor, - HaveChip - } - - public EyeColorState currentState = EyeColorState.CannotImagineColor; - public event Action LoadEvent; - - public IEnumerator Load() - { - LoadEvent?.Invoke(this); - yield break; - } - } } diff --git a/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs b/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs index 8f7f8d356..75cf17eee 100644 --- a/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs +++ b/Assets/Scripts/MiniGame/Peipei/UF/UFSystem.cs @@ -3,8 +3,6 @@ using System.Collections.Generic; using UnityEngine; using AibisDream; using AibisDream.FixSystem; -using AibisDream.Framework; -using Cinemachine; using UnityEngine.Rendering; using Yarn.Unity; using DG.Tweening; @@ -46,8 +44,6 @@ public class UFSystem : MonoBehaviour private void Awake() { FixSystemCenter.SystemDic.Register(this); - var virtualCam = transform.Find("UF Camera").GetComponent(); - CameraKit.Instance.RegisterCamera(CameraEnum.UF, virtualCam); eyeSystem = FindObjectOfType(); } diff --git a/Assets/Scripts/MiniGame/Tarot/TarotManager.cs b/Assets/Scripts/MiniGame/Tarot/TarotManager.cs index 5d6560e22..bc274373b 100644 --- a/Assets/Scripts/MiniGame/Tarot/TarotManager.cs +++ b/Assets/Scripts/MiniGame/Tarot/TarotManager.cs @@ -1,6 +1,7 @@ using System.Collections; using AibisDream; using AibisDream.FixSystem; +using AibisDream.Framework; using UnityEngine; namespace AibisDream.MiniGame.Tarot @@ -16,9 +17,7 @@ namespace AibisDream.MiniGame.Tarot [SerializeField] private Sprite backSprite; [Header("Dialogue Bubbles")] - [Tooltip("塔罗流程中使用的气泡槽位;不指定则进入塔罗时不切换气泡。")] - [SerializeField] private BubbleSlotGroup tarotBubbleSlotGroup; - [Tooltip("本场景普通对话的气泡槽位,用于退出塔罗时恢复;不填则尝试 OutsideCenter / FixPanelSystem。")] + [Tooltip("退出塔罗时恢复的气泡槽位;不填则尝试 Outside / BodyModule。")] [SerializeField] private BubbleSlotGroup restoreBubbleSlotGroup; private TarotDeck _deck; @@ -164,7 +163,7 @@ namespace AibisDream.MiniGame.Tarot { _isCardSelected = true; _selectedIndex = card.Index; - StorageSystem.Instance?.SetValue("$tarotSelectedIndex", (float)card.Index); + YarnVariableStorage.Instance?.SetValue("$tarotSelectedIndex", (float)card.Index); } private void OnDestroy() @@ -176,21 +175,21 @@ namespace AibisDream.MiniGame.Tarot private void TryEnterTarotBubbleMode() { - if (tarotBubbleSlotGroup == null) + if (!BubbleSlotKit.Instance.TryGet(BubbleSlotEnum.Tarot, out _)) return; var snapshot = CollectRestoreSnapshot(); if (snapshot.bubbleSlots == null || snapshot.bubbleSlots.Length == 0) { Debug.LogWarning( - "[TarotManager] 已配置塔罗气泡但无法取得有效的恢复快照(请指定 restoreBubbleSlotGroup 或保证 OutsideCenter/FixPanelSystem 气泡可用),跳过气泡切换。", + "[TarotManager] 已配置 Tarot 气泡但无法取得有效的恢复快照(请指定 restoreBubbleSlotGroup 或保证 Outside/BodyModule 气泡已注册),跳过气泡切换。", this); return; } _savedBubbleData = snapshot; _bubbleSwapActive = true; - DialogUIManager.Instance.LoadBubbles(tarotBubbleSlotGroup.CollectData()); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Tarot); } private void RestoreTarotBubbleMode() @@ -206,11 +205,11 @@ namespace AibisDream.MiniGame.Tarot if (restoreBubbleSlotGroup != null) return restoreBubbleSlotGroup.CollectData(); - if (OutsideCenter.Instance != null && OutsideCenter.Instance.bubbleSlotGroup != null) - return OutsideCenter.Instance.bubbleSlotGroup.CollectData(); + if (BubbleSlotKit.Instance.TryGet(BubbleSlotEnum.Outside, out _)) + return BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.Outside); - if (FixPanelSystem.Instance != null && FixPanelSystem.Instance.BubbleSlotGroup != null) - return FixPanelSystem.Instance.BubbleSlotGroup.CollectData(); + if (BubbleSlotKit.Instance.TryGet(BubbleSlotEnum.BodyModule, out _)) + return BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.BodyModule); return default; } diff --git a/Assets/Prefabs/Node/NodeTemplate.prefab.meta b/Assets/Scripts/SaveSystem.meta similarity index 57% rename from Assets/Prefabs/Node/NodeTemplate.prefab.meta rename to Assets/Scripts/SaveSystem.meta index d0905dd61..528a00fbb 100644 --- a/Assets/Prefabs/Node/NodeTemplate.prefab.meta +++ b/Assets/Scripts/SaveSystem.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: 5a170c0b6c933c540a86be691fa6745c -PrefabImporter: +guid: 460a9e992cac6da46b7f32b0bb5c5f4c +folderAsset: yes +DefaultImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/SaveSystem/CloudSave.meta b/Assets/Scripts/SaveSystem/CloudSave.meta new file mode 100644 index 000000000..308741781 --- /dev/null +++ b/Assets/Scripts/SaveSystem/CloudSave.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 520cc163c88e4c00895fe201004b4384 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs b/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs new file mode 100644 index 000000000..d8db81960 --- /dev/null +++ b/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs @@ -0,0 +1,102 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Threading.Tasks; +using UnityEngine; + +namespace AibisDream.SaveSystem.CloudSave +{ + /// + /// 云存档协调器:负责选择当前平台的 backend,并在槽位写入/读取后触发同步钩子。 + /// + /// P2 不实现真实云同步逻辑,仅保留扩展点。 + /// + /// + public static class CloudSaveManager + { + private static readonly List Backends = new(); + + /// 注册一个云存档后端。应在游戏启动时调用一次。 + public static void RegisterBackend(ICloudSaveBackend backend) + { + if (backend == null) + { + return; + } + + Backends.Add(backend); + } + + /// 清空已注册后端(主要用于测试)。 + public static void ClearBackends() + { + Backends.Clear(); + } + + /// 槽位写入后调用:触发所有可用后端的异步上传。 + public static void OnSlotWritten(int slotIndex) + { + _ = UploadSlotAsync(slotIndex); + } + + /// 槽位读取前调用:可触发下载(P2 默认不自动下载,避免覆盖本地进度)。 + public static void OnSlotRestored(int slotIndex) + { + // P2 占位:未来可在此触发冲突检测与下载。 + } + + /// 手动触发指定槽位的云同步上传。 + public static async Task UploadSlotAsync(int slotIndex) + { + var filePaths = CollectSlotFilePaths(slotIndex); + if (filePaths.Count == 0) + { + return; + } + + foreach (var backend in Backends) + { + if (!backend.IsAvailable) + { + continue; + } + + try + { + await backend.UploadSlotAsync(slotIndex, filePaths.ToArray()); + Debug.Log($"[CloudSaveManager] {backend.PlatformName} 上传槽位 {slotIndex} 完成。"); + } + catch (Exception ex) + { + Debug.LogWarning($"[CloudSaveManager] {backend.PlatformName} 上传槽位 {slotIndex} 失败: {ex.Message}"); + } + } + } + + /// 收集槽位下需要同步的文件路径。 + private static List CollectSlotFilePaths(int slotIndex) + { + var paths = new List(); + + var snapshotPath = SlotDirectory.GetSnapshotPath(slotIndex); + if (File.Exists(snapshotPath)) + { + paths.Add(snapshotPath); + } + + var metaPath = SlotDirectory.GetMetaPath(slotIndex); + if (File.Exists(metaPath)) + { + paths.Add(metaPath); + } + + var thumbnailPath = SlotDirectory.GetThumbnailPath(slotIndex); + if (File.Exists(thumbnailPath)) + { + paths.Add(thumbnailPath); + } + + return paths; + } + } +} diff --git a/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs.meta b/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs.meta new file mode 100644 index 000000000..5d33b3aa0 --- /dev/null +++ b/Assets/Scripts/SaveSystem/CloudSave/CloudSaveManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 87e980f299ac4341947c076cff16dc81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs b/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs new file mode 100644 index 000000000..867440ef2 --- /dev/null +++ b/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs @@ -0,0 +1,37 @@ +using System; +using System.Threading.Tasks; + +namespace AibisDream.SaveSystem.CloudSave +{ + /// + /// 云存档后端适配器接口。 + /// + /// P2 仅定义接口与本地 no-op 实现,未来 Steamworks.NET / TapTap TDS SDK 通过实现此接口接入。 + /// 每个槽位在本地对应一组文件(snapshot.json / meta.json / thumbnail.png), + /// backend 可选择逐文件上传,或将整组文件打包后上传。 + /// + /// + public interface ICloudSaveBackend + { + /// 平台名称,用于日志。 + string PlatformName { get; } + + /// 当前平台是否可用。 + bool IsAvailable { get; } + + /// 上传槽位文件集。 + /// 槽位编号。 + /// 该槽位下需要同步的文件绝对路径。 + Task UploadSlotAsync(int slotIndex, string[] filePaths); + + /// 下载槽位文件集到目标目录。 + Task DownloadSlotAsync(int slotIndex, string targetDirectory); + + /// 删除云端槽位。 + Task DeleteSlotAsync(int slotIndex); + + /// 获取云端该槽位的时间戳,用于冲突检测。 + /// 远程保存时间;不存在返回 null。 + Task GetRemoteTimestampAsync(int slotIndex); + } +} diff --git a/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs.meta b/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs.meta new file mode 100644 index 000000000..71ddf8481 --- /dev/null +++ b/Assets/Scripts/SaveSystem/CloudSave/ICloudSaveBackend.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 783cf442f0484df9a89c7841604c0b49 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs b/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs new file mode 100644 index 000000000..9c60568d4 --- /dev/null +++ b/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs @@ -0,0 +1,13 @@ +namespace AibisDream.SaveSystem +{ + /// + /// Fix 维修场景门控:fix / punchTape / bodyModule / eye 等 section 仅在维修场景 Capture / Restore。 + /// + public static class FixSceneSnapshotHelper + { + public static bool IsFixSceneActive() + { + return FixSystem.FixSystemCenter.Instance != null; + } + } +} diff --git a/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs.meta b/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs.meta new file mode 100644 index 000000000..92ab200a8 --- /dev/null +++ b/Assets/Scripts/SaveSystem/FixSceneSnapshotHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76df7c860ec032240a7278a7767154b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/ISnapshotProvider.cs b/Assets/Scripts/SaveSystem/ISnapshotProvider.cs new file mode 100644 index 000000000..1a2fad042 --- /dev/null +++ b/Assets/Scripts/SaveSystem/ISnapshotProvider.cs @@ -0,0 +1,78 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 快照提供者契约:将某一子系统的运行时状态转换为纯数据 DTO。 + /// 还原侧由同步 / 异步子接口显式声明,避免 Provider 内部 fire-and-forget。 + /// + public interface ISnapshotProvider + { + /// + /// 稳定显式 id,用作 的 key。 + /// 见 ,不使用 C# 类型全名。 + /// + string SaveId { get; } + + /// + /// 同阶段内的读档还原顺序。数值越小越先执行。 + /// + int RestoreOrder { get; } + + /// 从当前运行时捕获该子系统的快照 DTO;无可存内容时可返回 null。 + object Capture(); + } + + /// + /// 同步快照还原 Provider。实现中不得启动 fire-and-forget 协程。 + /// + public interface ISyncSnapshotProvider : ISnapshotProvider + { + void Restore(object dto, SnapshotRestoreContext context); + } + + /// + /// 异步快照还原 Provider。所有必须等待的加载 / 状态切换须通过此协程暴露给编排层。 + /// + public interface IAsyncSnapshotProvider : ISnapshotProvider + { + IEnumerator RestoreAsync(object dto, SnapshotRestoreContext context); + } + + /// + /// 单次读档还原流程上下文。 + /// + public sealed class SnapshotRestoreContext + { + public SnapshotRestoreContext(SaveSnapshot snapshot, bool strictMode = false, Action logStep = null) + { + Snapshot = snapshot; + StrictMode = strictMode; + LogStep = logStep; + } + + public SaveSnapshot Snapshot { get; } + public bool StrictMode { get; } + public Action LogStep { get; } + + public void Log(string message) + { + LogStep?.Invoke(message); + Debug.Log($"[SnapshotRestore] {message}"); + } + + public void Warn(string message) + { + LogStep?.Invoke($"WARN: {message}"); + Debug.LogWarning($"[SnapshotRestore] {message}"); + } + + public void Error(string message) + { + LogStep?.Invoke($"ERROR: {message}"); + Debug.LogError($"[SnapshotRestore] {message}"); + } + } +} diff --git a/Assets/Scripts/SaveSystem/ISnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/ISnapshotProvider.cs.meta new file mode 100644 index 000000000..87500a0da --- /dev/null +++ b/Assets/Scripts/SaveSystem/ISnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6a7b39d650ea48340bba1daa7387d119 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/Node/sloutionTemplate.prefab.meta b/Assets/Scripts/SaveSystem/Providers.meta similarity index 57% rename from Assets/Prefabs/Node/sloutionTemplate.prefab.meta rename to Assets/Scripts/SaveSystem/Providers.meta index 4a8982c58..7c09ab0fa 100644 --- a/Assets/Prefabs/Node/sloutionTemplate.prefab.meta +++ b/Assets/Scripts/SaveSystem/Providers.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: 5521e8e3a14c928419d19f181b2f53e5 -PrefabImporter: +guid: ce5fddeb465208c4ea3dbd9eacaa8d7b +folderAsset: yes +DefaultImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs new file mode 100644 index 000000000..3b20e124d --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs @@ -0,0 +1,43 @@ +using System.Collections; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["actor"]:场景中各角色显隐、槽位、动画状态、透明度等(ActorManager)。 + /// RestoreOrder=40,依赖 scene 与 env 已就绪。 + /// + public class ActorSnapshotProvider : IAsyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Actor; + public int RestoreOrder => 40; + + public object Capture() + { + if (ActorManager.Instance == null) + { + Debug.LogWarning("[ActorSnapshotProvider] ActorManager 未初始化,跳过捕获。"); + return null; + } + + return ActorManager.Instance.CaptureSnapshot(); + } + + public IEnumerator RestoreAsync(object dto, SnapshotRestoreContext context) + { + if (dto is not ActorSnapshotDto actors) + { + context.Warn("[ActorSnapshotProvider] DTO 类型不匹配,跳过还原。"); + yield break; + } + + if (ActorManager.Instance == null) + { + context.Warn("[ActorSnapshotProvider] ActorManager 未初始化,跳过还原。"); + yield break; + } + + yield return ActorManager.Instance.RestoreSnapshotAsync(actors); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs.meta new file mode 100644 index 000000000..7f522ba8d --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/ActorSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0e062fe96fad9b545bc01559345476cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs new file mode 100644 index 000000000..abf44e1b1 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs @@ -0,0 +1,43 @@ +using AibisDream.Kit; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["audio"]:FMOD 音乐/SFX 实例路径与 AMB 状态终态(AudioManager)。 + /// 不记录播放进度,读档后按路径重新 CreateInstance 并 start。 + /// + public class AudioSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Audio; + public int RestoreOrder => 50; + + public object Capture() + { + if (AudioManager.Instance == null) + { + Debug.LogWarning("[AudioSnapshotProvider] AudioManager 未初始化,跳过捕获。"); + return null; + } + + return AudioManager.Instance.CaptureSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not AudioSnapshotDto audio) + { + context.Warn("[AudioSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (AudioManager.Instance == null) + { + context.Warn("[AudioSnapshotProvider] AudioManager 未初始化,跳过还原。"); + return; + } + + AudioManager.Instance.RestoreSnapshot(audio); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs.meta new file mode 100644 index 000000000..e8fe23045 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/AudioSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2158be13aca7fb74985d11effbf0304d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs new file mode 100644 index 000000000..e384d4057 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs @@ -0,0 +1,54 @@ +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["bodyModule"]:插线模块持久物理状态。RestoreOrder=66,在 fix 之后。 + /// + public class BodyModuleSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.BodyModule; + public int RestoreOrder => 67; + + public object Capture() + { + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + return null; + } + + var bodyModule = FixSystem.FixSystemCenter.SystemDic.Get(); + if (bodyModule == null) + { + Debug.LogWarning("[BodyModuleSnapshotProvider] BodyModuleSystem 未初始化,跳过捕获。"); + return null; + } + + return bodyModule.CaptureBodyModuleSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not BodyModuleSnapshotDto bodyModuleDto) + { + context.Warn("[BodyModuleSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + context.Log("[BodyModuleSnapshotProvider] 当前非维修场景,跳过还原。"); + return; + } + + var bodyModule = FixSystem.FixSystemCenter.SystemDic.Get(); + if (bodyModule == null) + { + context.Warn("[BodyModuleSnapshotProvider] BodyModuleSystem 未初始化,跳过还原。"); + return; + } + + bodyModule.ApplyBodyModuleSnapshot(bodyModuleDto); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs.meta new file mode 100644 index 000000000..8989f3e61 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/BodyModuleSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d9b525cdc20474840b754d942b7fb1cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs new file mode 100644 index 000000000..49582ced3 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs @@ -0,0 +1,42 @@ +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["env"]:场景内时间/天气(EnvironmentManager)。 + /// RestoreOrder=20,在 scene 加载完成后、macro 之前还原环境。 + /// + public class EnvironmentSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Environment; + public int RestoreOrder => 20; + + public object Capture() + { + if (EnvironmentManager.Instance == null) + { + Debug.LogWarning("[EnvironmentSnapshotProvider] EnvironmentManager 未初始化,跳过捕获。"); + return null; + } + + return EnvironmentManager.Instance.CaptureSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not EnvironmentSnapshotDto env) + { + context.Warn("[EnvironmentSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (EnvironmentManager.Instance == null) + { + context.Warn("[EnvironmentSnapshotProvider] EnvironmentManager 未初始化,跳过还原。"); + return; + } + + EnvironmentManager.Instance.RestoreSnapshot(env); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs.meta new file mode 100644 index 000000000..8bb529916 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/EnvironmentSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a879f9bc4b096c346be7af81876c792c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs new file mode 100644 index 000000000..1d117668f --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs @@ -0,0 +1,55 @@ +using AibisDream; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["eye"]:Eye 维修叙事阶段。RestoreOrder=67,在 bodyModule 之后。 + /// + public class EyeSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Eye; + public int RestoreOrder => 68; + + public object Capture() + { + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + return null; + } + + var eyeSystem = FixSystem.FixSystemCenter.SystemDic.Get(); + if (eyeSystem == null) + { + Debug.LogWarning("[EyeSnapshotProvider] EyeSystem 未初始化,跳过捕获。"); + return null; + } + + return eyeSystem.CaptureEyeSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not EyeSnapshotDto eyeDto) + { + context.Warn("[EyeSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + context.Log("[EyeSnapshotProvider] 当前非维修场景,跳过还原。"); + return; + } + + var eyeSystem = FixSystem.FixSystemCenter.SystemDic.Get(); + if (eyeSystem == null) + { + context.Warn("[EyeSnapshotProvider] EyeSystem 未初始化,跳过还原。"); + return; + } + + eyeSystem.ApplyEyeSnapshot(eyeDto); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs.meta new file mode 100644 index 000000000..b499e01d6 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/EyeSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3207faffc75fae44d802cb9af0d73dcf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs new file mode 100644 index 000000000..f2abdf0e3 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["fixPanel"]:FixPanel 壳层 + 线缆/插头 + TaskPanel。RestoreOrder=66,在 fix(65) 之后写回面板/线缆/任务快照。 + /// + public class FixPanelSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.FixPanel; + public int RestoreOrder => 66; + + public object Capture() + { + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + return null; + } + + if (FixSystem.FixPanelSystem.Instance == null) + { + Debug.LogWarning("[FixPanelSnapshotProvider] FixPanelSystem 未初始化,跳过捕获。"); + return null; + } + + return FixSystem.FixPanelSystem.Instance.CapturePanelSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not FixPanelSnapshotDto panelDto) + { + context.Warn("[FixPanelSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + context.Log("[FixPanelSnapshotProvider] 当前非维修场景,跳过还原。"); + return; + } + + if (FixSystem.FixPanelSystem.Instance == null) + { + context.Warn("[FixPanelSnapshotProvider] FixPanelSystem 未初始化,跳过还原。"); + return; + } + + FixSystem.FixPanelSystem.Instance.ApplyPanelSnapshot(panelDto); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs.meta new file mode 100644 index 000000000..cdb1a026d --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/FixPanelSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 479311b005ae10a45a963b7826cf2da7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs new file mode 100644 index 000000000..33da68a59 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs @@ -0,0 +1,54 @@ +using System.Collections; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["fix"]:Fix 场景宏观模式(FixSceneDirector)。 + /// RestoreOrder=65,在 timeline(60) 之后、screen(70) 之前。 + /// + public class FixSnapshotProvider : IAsyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Fix; + public int RestoreOrder => 65; + + public object Capture() + { + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + return null; + } + + if (FixSystem.FixSystemCenter.Instance == null) + { + Debug.LogWarning("[FixSnapshotProvider] FixSystemCenter 未初始化,跳过捕获。"); + return null; + } + + return FixSystem.FixSystemCenter.Instance.CaptureSnapshot(); + } + + public IEnumerator RestoreAsync(object dto, SnapshotRestoreContext context) + { + if (dto is not FixSnapshotDto fix) + { + context.Warn("[FixSnapshotProvider] DTO 类型不匹配,跳过还原。"); + yield break; + } + + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + context.Log("[FixSnapshotProvider] 当前非维修场景,跳过还原。"); + yield break; + } + + if (FixSystem.FixSystemCenter.Instance == null) + { + context.Warn("[FixSnapshotProvider] FixSystemCenter 未初始化,跳过还原。"); + yield break; + } + + yield return FixSystem.FixSystemCenter.Instance.RestoreSnapshot(fix); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs.meta new file mode 100644 index 000000000..c196d08f4 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/FixSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bda963cd11c77cf4bb8d669b0ef6d5f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs new file mode 100644 index 000000000..b23128f63 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["punchTape"]:打孔带收藏列表。RestoreOrder=63,在 fix 之前。 + /// + public class PunchTapeSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.PunchTape; + public int RestoreOrder => 63; + + public object Capture() + { + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + return null; + } + + if (FixSystem.PunchTapeManager.Instance == null) + { + Debug.LogWarning("[PunchTapeSnapshotProvider] PunchTapeManager 未初始化,跳过捕获。"); + return null; + } + + return FixSystem.PunchTapeManager.Instance.CapturePunchTapeSnapshot(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not PunchTapeSnapshotDto punchTape) + { + context.Warn("[PunchTapeSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + if (!FixSceneSnapshotHelper.IsFixSceneActive()) + { + context.Log("[PunchTapeSnapshotProvider] 当前非维修场景,跳过还原。"); + return; + } + + if (FixSystem.PunchTapeManager.Instance == null) + { + context.Warn("[PunchTapeSnapshotProvider] PunchTapeManager 未初始化,跳过还原。"); + return; + } + + FixSystem.PunchTapeManager.Instance.ApplyPunchTapeSnapshot(punchTape); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs.meta new file mode 100644 index 000000000..dfaccf20e --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/PunchTapeSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b81daacbefa4094b85fa03aaf2202c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs new file mode 100644 index 000000000..a3860323e --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs @@ -0,0 +1,28 @@ +namespace AibisDream.SaveSystem +{ + /// + /// sections["screen"]:屏幕饱和度与演出淡入淡出遮罩。 + /// 委托 ;RestoreOrder=70,通常在表现类最后还原。 + /// + public class ScreenSnapshotProvider : ISyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Screen; + public int RestoreOrder => 70; + + public object Capture() + { + return ScreenSnapshotHelper.Capture(); + } + + public void Restore(object dto, SnapshotRestoreContext context) + { + if (dto is not ScreenSnapshotDto screen) + { + context.Warn("[ScreenSnapshotProvider] DTO 类型不匹配,跳过还原。"); + return; + } + + ScreenSnapshotHelper.Restore(screen); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs.meta new file mode 100644 index 000000000..11722efc6 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/ScreenSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07b9ceaefa3550f4583465dd32e420f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs new file mode 100644 index 000000000..eca3f4048 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs @@ -0,0 +1,43 @@ +using System.Collections; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["subway"]:地铁场景宏观状态(SubwayCenter)。 + /// RestoreOrder=64,在 timeline(60) 之后、fix(65) 之前。 + /// + public class SubwaySnapshotProvider : IAsyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Subway; + public int RestoreOrder => 64; + + public object Capture() + { + if (SubwayCenter.Instance == null) + { + Debug.LogWarning("[SubwaySnapshotProvider] SubwayCenter 未初始化,跳过捕获。"); + return null; + } + + return SubwayCenter.Instance.CaptureSnapshot(); + } + + public IEnumerator RestoreAsync(object dto, SnapshotRestoreContext context) + { + if (dto is not SubwaySnapshotDto subway) + { + context.Warn("[SubwaySnapshotProvider] DTO 类型不匹配,跳过还原。"); + yield break; + } + + if (SubwayCenter.Instance == null) + { + context.Warn("[SubwaySnapshotProvider] SubwayCenter 未初始化,跳过还原。"); + yield break; + } + + yield return SubwayCenter.Instance.RestoreSnapshot(subway); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs.meta new file mode 100644 index 000000000..c151f6377 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/SubwaySnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4e8f1a23b5d6e7094ac8210d3f7b2e1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs b/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs new file mode 100644 index 000000000..20d81e2ab --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs @@ -0,0 +1,43 @@ +using System.Collections; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// sections["timeline"]:各 PlayableDirector 的终/初态(TimelineCenter)。 + /// 按 D1.1 只存 AtStart/AtEnd/Stopped,不存时间轴中间帧。 + /// + public class TimelineSnapshotProvider : IAsyncSnapshotProvider + { + public string SaveId => SnapshotProviderIds.Timeline; + public int RestoreOrder => 60; + + public object Capture() + { + if (TimelineCenter.Instance == null) + { + Debug.LogWarning("[TimelineSnapshotProvider] TimelineCenter 未初始化,跳过捕获。"); + return null; + } + + return TimelineCenter.Instance.CaptureSnapshot(); + } + + public IEnumerator RestoreAsync(object dto, SnapshotRestoreContext context) + { + if (dto is not TimelineSnapshotDto timeline) + { + context.Warn("[TimelineSnapshotProvider] DTO 类型不匹配,跳过还原。"); + yield break; + } + + if (TimelineCenter.Instance == null) + { + context.Warn("[TimelineSnapshotProvider] TimelineCenter 未初始化,跳过还原。"); + yield break; + } + + yield return TimelineCenter.Instance.RestoreSnapshotAsync(timeline); + } + } +} diff --git a/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs.meta b/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs.meta new file mode 100644 index 000000000..1da746c01 --- /dev/null +++ b/Assets/Scripts/SaveSystem/Providers/TimelineSnapshotProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2630a928f06aef14bb4a8520c743f3b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/README.md b/Assets/Scripts/SaveSystem/README.md new file mode 100644 index 000000000..d4ad2fb12 --- /dev/null +++ b/Assets/Scripts/SaveSystem/README.md @@ -0,0 +1,230 @@ +# SaveSystem 存档快照层 + +> 当前代码包含 P1 快照层、P2 槽位/落盘基础版、P3 可存点判定基础版、P4 读档编排基础版。设计文档见 [`Docs/存档系统设计方案.md`](../../../Docs/存档系统设计方案.md)(**§4.1 / D6** 描述读档编排模型)。 + +## 职责边界 + +| 模块 | 位置 | 做什么 | +| --- | --- | --- | +| Yarn 变量 | `Game Loop/YarnVariableStorage.cs` | 运行时 `$` / `$global_` 读写 | +| **本目录** | `SaveSystem/` | 快照结构、捕获/还原、槽位落盘、流程编排 | +| 槽位 / 截图 | `SlotManager` / `SlotThumbnailCapture` | P2 基础版:slot_0 自动档、slot_1..8 手动档、sidecar、缩略图、原子写 | + +**不要**再往 `YarnVariableStorage` 上堆存档逻辑。 + +## 对外入口 + +```csharp +// 自动存档(节点进入事件触发) +yield return SaveRestoreOrchestrator.AutoSaveRoutine(nodeName); + +// Yarn 显式存档(<>,默认 omit anchor) +yield return SaveRestoreOrchestrator.ExplicitSaveRoutine(); + +// 手动存档:复制最近落盘档(含 OnNodeStart 与 <>) +SaveRestoreOrchestrator.CreateManualSlot(slotIndex); + +// 槽位读档 +yield return SaveRestoreOrchestrator.RestoreFromSlot(slotIndex); + +// 文件读档(旧档 / 调试) +yield return SaveRestoreOrchestrator.RestoreFromFile(path); + +// 仅内存快照 +var snap = SnapshotService.Capture(); +yield return SnapshotService.Restore(snap); + +// Yarn 变量(与存档无关) +YarnVariableStorage.Instance.SetValue("$foo", 1f); +``` + +Yarn 脚本: + +```yarn +<> +``` + +- 放在目标节点**末尾**:所有状态命令(`switch_fix_system_to`、`hide_dialog`、`play_timeline` 等)执行完毕之后,`<>` / `<>` 之前。 +- 默认 **omit anchor**(`anchor.nodeName` 为空);读档时不重进 Yarn,仅还原 scene + sections + 变量。 +- 绕过 tag / `no_save` 的自动判定(`CanExplicitSave`);仍受读档中、暂停、SuppressAutoSave 门控。 +- 与 `OnNodeStart` 分工:常规 `hub` / `linear` / `content` 仍靠节点进入自动存;`<>` 用于即将进入无对话 / Fix 交互等 `OnNodeStart` 覆盖不到的边界。 + +### P3 自动档边界(含 detour 去重) + +`DialogController.OnNodeStart` → `SavePointEvaluator.OnNodeStartForAutoSave` → 通过后 `AutoSaveRoutine`。 + +判定顺序: + +1. 全局门控:`IsRestoring` / `IsAutoSaveSuppressed` / `GameManager.pause` +2. **Fresh vs detour 续跑**:同一 `YarnProject` 下,若节点名已在 `InProgressNodes`(尚未 `onNodeComplete`)→ `DetourResume`,**不自动存**(避免 detour 返回父节点时重复写盘) +3. 将节点加入 `InProgressNodes`,再走 tag / `no_save` 白黑名单(`hub` / `linear` / `content` 允许;`detour` / `function` 等禁止) + +`OnNodeComplete` 将节点移出 `InProgressNodes`。`StartDialog` / `LoadDialog` 切换 `YarnProject.name` 时、`StopDialog` 时重置集合。读档重进 anchor 走 `OnRestoreEnterNode`(只标记 InProgress,不写盘)。 + +`CanAutoSave()` 仍仅做 tag + 全局门控,**不含** detour 判定(供 `TryAutoSave` 等无节点进入上下文的路径)。显式 `<>` / 手动档复制不经过 visit 判定。 + +逻辑集中在 `SavePointEvaluator.cs`,**不新增**独立 Tracker 文件。 + +正式槽位路径:`persistentDataPath/AllOurBrokenParts/saves/slot_x/{snapshot.json, meta.json, thumbnail.png}` + +P1 测试落盘路径:`persistentDataPath/AllOurBrokenParts/snapshot_test/latest_snapshot.json`(首次访问槽位系统时会尝试迁移到 `slot_0`) + +## 目录结构 + +``` +SaveSystem/ +├── README.md ← 本文件 +├── ISnapshotProvider.cs 契约:Capture / Restore(P1 临时形态,见下) +├── SaveSnapshot.cs 快照根对象 + 各 section DTO + SaveSnapshotSummary +├── SnapshotRegistry.cs provider 稳定 id、注册表、启动注册 +├── SnapshotCapture.cs 组装 SaveSnapshot(scene / anchor 由框架直管) +├── SnapshotRestore.cs 写回运行时;含 section JObject → 强类型转换 +├── SnapshotService.cs Capture / Restore 对外 API +├── SnapshotPersistence.cs 文件读写、JSON 序列化、旧档检测 +├── SaveRestoreOrchestrator.cs UI + 落盘 + 读盘编排 +├── SaveYarnCommand.cs Yarn <> 显式存档 +├── ScreenSnapshotHelper.cs screen section 实现细节 +├── SlotTypes.cs P2:槽位常量、sidecar、UI 视图模型 +├── SlotFileSystem.cs P2:槽位路径 + 原子写 +├── SlotManager.cs P2:槽位业务核心 +├── SlotThumbnailCapture.cs P2:截图 helper +├── CloudSave/ P2:云存档适配器接口与协调器 +│ ├── ICloudSaveBackend.cs +│ └── CloudSaveManager.cs +└── Providers/ 表现层子系统薄适配层 + ├── EnvironmentSnapshotProvider.cs order 20 + ├── ActorSnapshotProvider.cs order 40 + ├── AudioSnapshotProvider.cs order 50 + ├── TimelineSnapshotProvider.cs order 60 + ├── FixSnapshotProvider.cs order 65 + ├── FixPanelSnapshotProvider.cs order 66 + └── ScreenSnapshotProvider.cs order 70 +``` + +## 存盘 / 读盘流程 + +``` +存盘: + SaveRestoreOrchestrator + → SnapshotService.Capture() + → SnapshotCapture(场景 + 锚点 + Yarn 变量 + 各 Provider) + → SnapshotPersistence.Save() + +读盘: + SaveRestoreOrchestrator + → SnapshotPersistence.Load() (或 legacy 分支) + → SnapshotService.Restore() + → SnapshotRestore(见「读档还原编排」) +``` + +## 读档还原编排(终态 vs P1 代码) + +> **勿将当前代码当作终态。** P1 中 `ISnapshotProvider.Restore` 统一返回 `IEnumerator`,`SnapshotRestore` 对每个 Provider 做 `yield return`——这是受旧 `IData.Load()` 影响的**临时 scaffolding**。终态见设计文档 **§4.1 / D6**;P4 实施前应 refactor。 + +### 终态:Phase + Barrier + +读档分阶段推进,仅在**必须等待**的边界上 `yield`: + +``` +Phase 0 Yarn 变量(sync) + ↓ +Phase 1 场景加载(Barrier:LoadSceneAsync)← 框架直管,不走 Provider + ↓ +Phase 1.5 设置章节 SO(sync)← 框架直管,从 anchor.sceneSoName 读取 + ↓ +Phase 2 env / actor / audio / timeline / fix / screen(Provider 按 RestoreOrder) + └─ timeline:`Stopped` = untouched(从未 Evaluate),读档仅还原 `isActive`,不 Reset/Evaluate + ↓ +Phase 2′ 可选 Barrier(如 Timeline Addressable 须显式等待) + ↓ +Phase 3 加载对话工程 + RestoreAnchor(Barrier:StartDialogue)← 框架直管 + ↓ +Phase 4 P4:淡入淡出等演出时序 +``` + +- **核心层**(`scene`、`anchor`、`yarnVariables`)由 `SnapshotRestore` 框架直管,不通过 Provider 注册。 +- **表现层**(`sections` 内各子系统)通过 `ISnapshotProvider` 扩展;`RestoreOrder` 表示同 Phase 内的建议顺序或软依赖。 +- **逐项还原(D1)**指各子系统各自写回状态,**不是** Provider 之间逐步 `yield return`。 + +### P1 临时形态 vs P4 目标 + +| | P1(当前) | P4 目标 | +| --- | --- | --- | +| 核心层还原 | 硬编码在 `SnapshotRestore` | 保持框架直管 | +| Provider 还原 | 全部 `IEnumerator Restore` | 默认 `void Restore`;仅需 async 加载的实现显式协程 | +| 编排 | `foreach` 逐步 `yield return` | Phase 编排,仅 Barrier 步骤 `yield` | +| Manager | 部分 `IEnumerator RestoreSnapshot` 仅 `yield break` | 默认 `void`;真有 async 才保留协程 | + +### 已知偏离(tech debt) + +- `DirectorHandler` 在 Addressable Timeline 路径下内部 `StartCoroutine`,Provider 已返回,编排层无法感知——P4 应改为可等待路径。 +- P2/P3 新增代码**不要**再复制「全 Provider 协程链」模式。 + +## 快照 JSON 结构(schemaVersion = 1) + +| 字段 | 含义 | +| --- | --- | +| `scene` | 当前场景名(Addressable key),读档时最先加载 | +| `anchor` | 恢复锚点:`sceneSoName` + `yarnProjectId` + `nodeName`;最后阶段加载对话并重进节点 | +| `yarnVariables` | floats / strings / bools | +| `sections` | key 为 `SnapshotProviderIds`,值为各 DTO;表现层与维修子模块(env / actor / fix / bodyModule / blockPuzzle …)统一在此 | + +> 宏观信息(场景、章节、节点)直接位于 `SaveSnapshot` 根对象,不再冗余到 `sections`;槽位 / 「继续游戏」UI 需要展示时,从 `scene` / `anchor` 直接读取。 + +## 新增一个可存子系统 + +所有可存子系统(含维修小游戏)均通过 Provider 注册到 `sections`,用 `RestoreOrder` 控制同 Phase 内的还原顺序: + +1. 在 `SaveSnapshot.cs` 增加 DTO 类。 +2. 在 `SnapshotRegistry.cs` 的 `SnapshotProviderIds` 区域增加稳定 id,并加入 `RequiredForCapture`(若 P1 必须存)。 +3. 在对应 Manager 实现 `CaptureSnapshot` / `RestoreSnapshot`(**默认 sync `void`**;仅确有 async 加载/状态切换时用 `IEnumerator` 并向编排层上报)。 +4. 新建 `Providers/XxxSnapshotProvider.cs` 实现 `ISnapshotProvider`(P4 后:sync 默认 + 显式 async 接口)。 +5. 在 `SnapshotRegistry.EnsureInitialized` 中 `Register`。 +6. 在 `SnapshotRestore.CoerceSectionDto` 增加 JObject 转换分支。 + +**禁止**在 Provider 内私自 `StartCoroutine` 而不纳入编排 Barrier。 + +> **例外**:`scene`(场景加载)与 `anchor`(章节+节点重进)属于**核心叙事坐标**,由 `SnapshotCapture` / `SnapshotRestore` 框架直管,不走 Provider 注册。新增「核心层」字段需修改 `SaveSnapshot` 根对象与对应编排方法。 + +## Fix 场景快照 + +Fix 场景与维修子模块的快照均存储在 `sections`,由各自 Provider 按 `RestoreOrder` 还原。 + +### 双入口设计:Enter vs EnterImmediate + +Fix 场景各 State 的 `Enter()` 通常包含相机过渡、Timeline 播放、Fade 等动画。读档时需要跳过这些动画直接到达终态,因此为 `IFixState` 增加了 `EnterImmediate()` 入口: + +- 正常游戏流程 → `Enter()`(完整动画) +- 读档恢复 → `SwitchStateImmediate()` → `EnterImmediate()`(跳过动画) + +读档时 `SwitchStateImmediate` **不调用前一个状态的 Exit()**,因为读档本质是覆盖当前状态,不需要清理。 + +### 已落地的维修 section + +| section id | DTO | RestoreOrder | 说明 | +| --- | --- | --- | --- | +| `punchTape` | `PunchTapeSnapshotDto` | 63 | 打孔带收藏 | +| `fix` | `FixSnapshotDto` | 65 | FixSceneDirector 宏观模式(state + args) | +| `fixPanel` | `FixPanelSnapshotDto` | 66 | FixPanel 壳层 + 线缆/插头 + TaskPanel(展开状态与任务列表) | +| `bodyModule` | `BodyModuleSnapshotDto` | 67 | 插线模块物理态 | +| `eye` | `EyeSnapshotDto` | 68 | Eye 叙事阶段 | + +**还原顺序**:punchTape → fix(cue)→ fixPanel → bodyModule → eye → screen。`fixPanel` 须在 `fix` 之后,以覆盖 Cue `EnterImmediate` 中的 `ResetPlug`。 + +**维修场景门控**(`FixSceneSnapshotHelper`):上述 section 仅在 `FixSystemCenter.Instance != null` 时 Capture/Restore。 + +### 尚未实现 + +- 部分 FixCue 的 `EnterImmediate()` 具体逻辑(HuoShan / BlockPuzzle / Cutting 等仍用默认空实现) +- BlockPuzzle / Memory / Cutting 等子模块的 section DTO + Provider +- `fixPanel` 扩展:灯光状态(P1)、RepairSystemManager 缩放/offset(P2);ScreenPanel 日志文本 + +## 相关阶段 + +| 阶段 | 内容 | +| --- | --- | +| P2 | 基础版已落地:槽位、原子写、meta sidecar、缩略图、latest_slot、P1 测试档迁移;正式 UI 接入仍属 P6 | +| P3 | 基础版已落地:`onNodeStart` 判定、tag 白/黑名单、`no_save`、读档/暂停门控、**detour 返回 InProgress 去重**;`<>` 显式存档(`CanExplicitSave`、omit anchor)已落地 | +| P4 | 基础版已落地:Provider sync/async 契约、Phase + Barrier 编排、读档自动存档抑制、Timeline Addressable 可等待恢复、验证窗口读档入口 | +| P5 | 维修子模块 section 扩展(BlockPuzzle / Memory / Cutting 等待新增 Provider) | +| P6 | 正式存 / 读档 UI、继续游戏、新游戏覆盖自动档、游戏中读档确认等玩家流程 | diff --git a/Assets/Prefabs/Node/UF绘图.prefab.meta b/Assets/Scripts/SaveSystem/README.md.meta similarity index 62% rename from Assets/Prefabs/Node/UF绘图.prefab.meta rename to Assets/Scripts/SaveSystem/README.md.meta index f4ddbe215..8c2a8c81c 100644 --- a/Assets/Prefabs/Node/UF绘图.prefab.meta +++ b/Assets/Scripts/SaveSystem/README.md.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: a1dbef2a0a50ecf49a39eae2d3e486b2 -PrefabImporter: +guid: 640eb38f8d444db448a71058005e1c7b +TextScriptImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/SaveSystem/SavePointEvaluator.cs b/Assets/Scripts/SaveSystem/SavePointEvaluator.cs new file mode 100644 index 000000000..edd87fe07 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SavePointEvaluator.cs @@ -0,0 +1,322 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 可存点被拒绝的原因,供日志与 UI 提示使用。 + /// + public enum SavePointRejectReason + { + None, + AutoSaveSuppressed, + Restoring, + GamePaused, + + // 遗留值:早期逻辑曾返回,当前实现中不再使用,保留以避免外部代码编译失败。 + NoActiveNode, + StartNode, + FunctionNode, + NoAutoSave, + + /// 节点 tag 在默认禁止保存集合中。 + DeniedByTag, + + /// 节点显式附加了 no_save 标记。 + MarkedNoSave, + + /// 同一节点仍在执行中(detour 返回续跑),非 Fresh 进入。 + DetourResume, + } + + /// + /// 可存点判定器。 + /// + /// 基于 Yarn 节点 tag 判定是否允许自动存档: + /// - 白名单 tag(hub / linear / content)默认允许; + /// - 黑名单 tag(start / init / function / detour / center / performance / event / end)默认禁止; + /// - no_save 附加标记覆盖默认语义,一律禁止; + /// - 无活跃节点、或节点未声明 tag,默认允许并打 warning; + /// - 未知 tag 默认允许并打 warning。 + /// + /// + /// OnNodeStart 自动档另按 YarnProject 维度跟踪 InProgress 节点: + /// detour 返回父节点会再次 onNodeStart,若该节点尚未 onNodeComplete 则视为 DetourResume,不自动存。 + /// + /// + public static class SavePointEvaluator + { + /// 默认可作为自动存档边界的节点 tag。 + private static readonly HashSet AutoSaveAllowedTags = new(StringComparer.OrdinalIgnoreCase) + { + "hub", // 梦境:场景导航中枢 + "linear", // 梦境:线性剧情推进 + "content", // 维修:阶段内容节点 + }; + + /// 默认禁止作为自动存档边界的节点 tag。 + private static readonly HashSet AutoSaveDeniedTags = new(StringComparer.OrdinalIgnoreCase) + { + "start", // 引擎入口 + "init", // 变量声明/初始化 + "function", // 纯指令函数 + "detour", // 梦境内容片段 + "center", // 维修阶段调度中枢 + "performance", // 维修原子化演出 + "event", // 维修 C# 事件响应入口 + "end", // 维修结束/收尾 + }; + + private static string _activeProjectId; + private static readonly HashSet InProgressNodes = new(StringComparer.Ordinal); + + /// 当前 YarnProject 下尚未 Complete 的节点名(只读,供调试)。 + public static IReadOnlyCollection InProgressNodeNames => InProgressNodes; + + /// 切换 YarnProject 或停止对话时重置 InProgress 跟踪。 + public static void ResetForProject(string projectId) + { + InProgressNodes.Clear(); + _activeProjectId = projectId; + } + + /// 仅在 projectId 变化时重置,避免同 Project 内误清 InProgress。 + public static void ResetForProjectIfChanged(string projectId) + { + if (string.Equals(_activeProjectId, projectId, StringComparison.Ordinal)) + { + return; + } + + ResetForProject(projectId); + } + + /// 读档重进 anchor:标记 InProgress,不写盘。 + public static void OnRestoreEnterNode(string projectId, string nodeName) + { + if (string.IsNullOrEmpty(nodeName)) + { + return; + } + + EnsureProjectScope(projectId); + InProgressNodes.Add(nodeName); + } + + /// + /// OnNodeStart 自动档判定:Fresh 进入且 tag 通过则允许;detour 返回续跑则拒绝。 + /// + public static bool OnNodeStartForAutoSave( + string projectId, + string nodeName, + IReadOnlyList tags, + out SavePointRejectReason reason) + { + if (!TryPassGlobalSaveGuards(out reason)) + { + return false; + } + + EnsureProjectScope(projectId); + + if (!string.IsNullOrEmpty(nodeName) && InProgressNodes.Contains(nodeName)) + { + reason = SavePointRejectReason.DetourResume; + return false; + } + + if (!string.IsNullOrEmpty(nodeName)) + { + InProgressNodes.Add(nodeName); + } + + return EvaluateTagsForAutoSave(nodeName, tags, out reason); + } + + /// 仅 tag / no_save 判定,不含 InProgress detour 门控(供编辑器模拟)。 + public static bool EvaluateNodeTagsForAutoSave( + string nodeName, + IReadOnlyList tags, + out SavePointRejectReason reason) + { + return EvaluateTagsForAutoSave(nodeName, tags, out reason); + } + + /// 节点执行完毕,移出 InProgress。 + public static void OnNodeComplete(string projectId, string nodeName) + { + if (string.IsNullOrEmpty(nodeName)) + { + return; + } + + EnsureProjectScope(projectId); + InProgressNodes.Remove(nodeName); + } + + /// + /// 当前是否可以执行 Yarn 显式 <<save>> 命令。 + /// 仅检查全局门控,不检查节点 tag / no_save。 + /// + public static bool CanExplicitSave(out SavePointRejectReason reason) + { + if (!TryPassGlobalSaveGuards(out reason)) + { + return false; + } + + reason = SavePointRejectReason.None; + return true; + } + + /// + /// 当前是否可以自动存档(不含 detour resume 判定;供 TryAutoSave 等无节点上下文路径)。 + /// + public static bool CanAutoSave(out SavePointRejectReason reason) + { + if (!TryPassGlobalSaveGuards(out reason)) + { + return false; + } + + var (nodeName, tags) = DialogController.Instance != null + ? DialogController.Instance.GetCurrentNodeContext() + : (null, null); + + return EvaluateTagsForAutoSave(nodeName, tags, out reason); + } + + /// + /// 当前是否可以手动存档。 + /// 手动档 = 复制最近落盘的自动档(含 OnNodeStart 与显式 <<save>>)。 + /// + public static bool CanManualSave(out SavePointRejectReason reason) + { + if (!TryPassGlobalSaveGuards(out reason)) + { + return false; + } + + if (!SlotDirectory.Exists(SlotIndex.Auto)) + { + reason = SavePointRejectReason.NoAutoSave; + return false; + } + + reason = SavePointRejectReason.None; + return true; + } + + private static void EnsureProjectScope(string projectId) + { + if (!string.Equals(_activeProjectId, projectId, StringComparison.Ordinal)) + { + ResetForProject(projectId); + } + } + + private static bool TryPassGlobalSaveGuards(out SavePointRejectReason reason) + { + if (SaveRestoreOrchestrator.IsAutoSaveSuppressed) + { + reason = SavePointRejectReason.AutoSaveSuppressed; + return false; + } + + if (SaveRestoreOrchestrator.IsRestoring) + { + reason = SavePointRejectReason.Restoring; + return false; + } + + if (GameManager.Instance != null && GameManager.Instance.state.isInPause) + { + reason = SavePointRejectReason.GamePaused; + return false; + } + + reason = SavePointRejectReason.None; + return true; + } + + private static bool EvaluateTagsForAutoSave( + string nodeName, + IReadOnlyList tags, + out SavePointRejectReason reason) + { + if (tags != null && IsTagPresent(tags, "no_save")) + { + reason = SavePointRejectReason.MarkedNoSave; + return false; + } + + if (string.IsNullOrEmpty(nodeName) || tags == null || tags.Count == 0) + { + if (!string.IsNullOrEmpty(nodeName) && (tags == null || tags.Count == 0)) + { + Debug.LogWarning( + $"[SavePointEvaluator] 节点 {nodeName} 未声明任何 tag,默认允许自动存档。请补全节点类型标签。"); + } + + reason = SavePointRejectReason.None; + return true; + } + + var primaryTag = FindPrimaryTag(tags); + + if (primaryTag == null) + { + Debug.LogWarning( + $"[SavePointEvaluator] 节点 {nodeName} 的 tags [{string.Join(", ", tags)}] 未声明保存语义,默认允许自动存档。"); + reason = SavePointRejectReason.None; + return true; + } + + if (AutoSaveDeniedTags.Contains(primaryTag)) + { + reason = SavePointRejectReason.DeniedByTag; + return false; + } + + if (AutoSaveAllowedTags.Contains(primaryTag)) + { + reason = SavePointRejectReason.None; + return true; + } + + Debug.LogWarning( + $"[SavePointEvaluator] 节点 {nodeName} 的 tag '{primaryTag}' 未声明保存语义,默认允许自动存档。"); + reason = SavePointRejectReason.None; + return true; + } + + private static bool IsTagPresent(IReadOnlyList tags, string tag) + { + if (tags == null) return false; + + foreach (var t in tags) + { + if (t == tag) + { + return true; + } + } + + return false; + } + + private static string FindPrimaryTag(IReadOnlyList tags) + { + foreach (var tag in tags) + { + if (AutoSaveAllowedTags.Contains(tag) || AutoSaveDeniedTags.Contains(tag)) + { + return tag; + } + } + + return null; + } + } +} diff --git a/Assets/Scripts/SaveSystem/SavePointEvaluator.cs.meta b/Assets/Scripts/SaveSystem/SavePointEvaluator.cs.meta new file mode 100644 index 000000000..5eae8ae6a --- /dev/null +++ b/Assets/Scripts/SaveSystem/SavePointEvaluator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 512f62f0cf333514384484ef1ab1cb3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs b/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs new file mode 100644 index 000000000..238f87c64 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs @@ -0,0 +1,366 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using AibisDream.Framework; +using AibisDream.UI; +using Newtonsoft.Json.Linq; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 存读档流程编排层:连接 UI、 与槽位系统。 + /// + public static class SaveRestoreOrchestrator + { + /// 是否正在读档还原中;供 UI / 日志 / 外部系统观察。 + public static bool IsRestoring { get; private set; } + + /// 是否处于自动存档抑制作用域;真正用于防止读档期间覆盖 slot_0。 + public static bool IsAutoSaveSuppressed => _autoSaveSuppressDepth > 0; + + public static IReadOnlyList LastRestoreLog => _lastRestoreLog; + + private static bool _isAutoSaving; + private static int _autoSaveSuppressDepth; + private static readonly List _lastRestoreLog = new(); + + private const float RestoreFadeDuration = 0.2f; + + /// 启动自动存档协程(手动/调试入口)。 + public static void TryAutoSave() + { + if (YarnVariableStorage.Instance == null) + { + Debug.LogError("[SaveRestoreOrchestrator] YarnVariableStorage 未初始化"); + return; + } + + if (!SavePointEvaluator.CanAutoSave(out var reason)) + { + Debug.LogWarning($"[SaveRestoreOrchestrator] 当前不是可存点,跳过自动存档:{reason}"); + return; + } + + var (triggerNodeName, _) = DialogController.Instance.GetCurrentNodeContext(); + DialogController.Instance.StartCoroutine(AutoSaveRoutine(triggerNodeName)); + } + + /// 自动存档协程:settle 一帧 → 主线程 Capture → 异步写盘。 + /// ;显式 save 传 null。 + /// 为 true 时不写入 Yarn 节点 anchor。 + public static IEnumerator AutoSaveRoutine(string triggerNodeName = null, bool omitAnchor = false) + { + if (_isAutoSaving) + { + Debug.LogWarning("[SaveRestoreOrchestrator] 存档进行中,跳过重复请求。"); + yield break; + } + + yield return null; + + if (_isAutoSaving) + { + Debug.LogWarning("[SaveRestoreOrchestrator] 存档进行中,跳过重复请求。"); + yield break; + } + + _isAutoSaving = true; + var infoPanel = UIManager.Instance.GetPanel(); + infoPanel?.ShowSaveLoading(); + + try + { + SaveSnapshot snapshot; + byte[] thumbnail; + + using (new CodeTimer("SaveSnapshot")) + { + snapshot = SnapshotService.Capture(triggerNodeName, omitAnchor); + thumbnail = SlotThumbnailCapture.CapturePng(); + } + + if (TestSaveArchive.IsEnabled) + { + TestSaveArchive.Archive(snapshot, thumbnail); + Debug.Log("[SaveRestoreOrchestrator] 测试存档模式:已写入 testsavs(不覆盖 slot_0)。"); + } + else + { + var writeTask = SlotManager.SaveToAutoSlotAsync(snapshot, thumbnail); + while (!writeTask.IsCompleted) + { + yield return null; + } + + if (writeTask.IsFaulted) + { + Debug.LogError( + $"[SaveRestoreOrchestrator] 自动存档失败: {writeTask.Exception?.GetBaseException()}"); + yield break; + } + } + + if (omitAnchor || (snapshot?.anchor != null && string.IsNullOrEmpty(snapshot.anchor.nodeName))) + { + Debug.Log("[SaveRestoreOrchestrator] 已保存无 Yarn 节点 anchor 的状态。"); + } + } + finally + { + infoPanel?.HideSaveLoading(); + _isAutoSaving = false; + } + } + + /// + /// Yarn <<save>> 显式存档:默认 omit anchor,调用方需已通过 。 + /// + public static IEnumerator ExplicitSaveRoutine() + { + yield return AutoSaveRoutine(triggerNodeName: null, omitAnchor: true); + } + + /// 将当前自动档复制到指定手动档。 + public static void CreateManualSlot(int slotIndex) + { + if (!SavePointEvaluator.CanManualSave(out var reason)) + { + Debug.LogWarning($"[SaveRestoreOrchestrator] 当前不可手动存档:{reason}"); + return; + } + + SlotManager.CopyAutoToManual(slotIndex); + } + + /// 从指定槽位读档并还原。 + public static IEnumerator RestoreFromSlot(int slotIndex) + { + var snapshot = SlotManager.LoadSnapshot(slotIndex); + if (snapshot == null) + { + Debug.LogError($"[SaveRestoreOrchestrator] 槽位 {slotIndex} 不存在或读取失败"); + yield break; + } + + yield return RestoreSnapshot(snapshot, $"slot_{slotIndex}"); + } + + /// 从文件读档并还原;自动区分新快照格式与 legacy 格式。 + public static IEnumerator RestoreFromFile(string savePath) + { + if (SnapshotPersistence.IsLegacyFormat(savePath)) + { + Debug.LogWarning("[SaveRestoreOrchestrator] 检测到旧格式存档,请使用新快照格式重新保存。"); + yield return RestoreLegacyWithFlow(savePath); + yield break; + } + + SaveSnapshot snapshot; + using (new CodeTimer("LoadSnapshot")) + { + snapshot = SnapshotPersistence.Load(savePath); + } + + yield return RestoreSnapshot(snapshot, savePath); + } + + public static IDisposable SuppressAutoSaveScope(string reason) + { + _autoSaveSuppressDepth++; + Debug.Log($"[SaveRestoreOrchestrator] SuppressAutoSave begin: {reason}, depth={_autoSaveSuppressDepth}"); + return new AutoSaveSuppressScope(reason); + } + + /// 旧档:仅恢复 Yarn 变量,再 Capture 写入 slot_0 完成格式迁移。 + private static IEnumerator RestoreLegacy(string savePath) + { + var saveData = SnapshotPersistence.ReadLegacySaveRoot(savePath); + var floatDict = saveData["floatDict"]?.ToObject>(); + var stringDict = saveData["stringDict"]?.ToObject>(); + var boolDict = saveData["boolDict"]?.ToObject>(); + YarnVariableStorage.Instance.SetAllVariables(floatDict, stringDict, boolDict); + + if (saveData["systemData"] != null) + { + Debug.LogWarning( + "[SaveRestoreOrchestrator] 旧档 systemData 段已无法还原(IData 已移除);" + + "仅恢复 Yarn 变量并迁移为新快照格式。"); + } + + var snapshot = SnapshotService.Capture(); + SlotManager.SaveToAutoSlot(snapshot, null); + yield break; + } + + private static IEnumerator RestoreLegacyWithFlow(string savePath) + { + using (SuppressAutoSaveScope("RestoreLegacy")) + { + IsRestoring = true; + ResetRestoreLog("legacy"); + + try + { + yield return FadeInForRestore(); + PrepareGameSessionForRestore(); + yield return RestoreLegacy(savePath); + yield return null; + FinalizeGameSessionAfterRestore(); + yield return FadeOutForRestore(); + ScreenSnapshotHelper.ApplyDeferredFadeScreenIfNeeded(); + } + finally + { + IsRestoring = false; + AddRestoreLog("Legacy restore finished"); + } + } + } + + private static IEnumerator RestoreSnapshot(SaveSnapshot snapshot, string sourceLabel) + { + if (snapshot == null) + { + Debug.LogError("[SaveRestoreOrchestrator] snapshot 为 null,无法读档。"); + yield break; + } + + using (SuppressAutoSaveScope($"RestoreSnapshot:{sourceLabel}")) + { + IsRestoring = true; + ResetRestoreLog(sourceLabel); + var context = new SnapshotRestoreContext(snapshot, logStep: AddRestoreLog); + + try + { + yield return FadeInForRestore(); + + PrepareGameSessionForRestore(); + + SnapshotRegistry.EnsureInitialized(); + yield return SnapshotRestore.RestoreState(YarnVariableStorage.Instance, snapshot, context); + yield return SnapshotRestore.RestoreAnchor(snapshot, context); + + AddRestoreLog("Phase 3.5: settle one frame"); + yield return null; + + FinalizeGameSessionAfterRestore(); + + yield return FadeOutForRestore(); + ScreenSnapshotHelper.ApplyDeferredFadeScreenIfNeeded(); + } + finally + { + IsRestoring = false; + AddRestoreLog("Restore finished"); + } + } + } + + /// + /// 读档前对齐「已进入游戏」的 UI 与输入状态。 + /// 编辑器测试工具等路径可能跳过 ,导致 StartPanel 未关闭、 + /// 为 false,从而无法推进对话。 + /// + private static void PrepareGameSessionForRestore() + { + AddRestoreLog("Prepare game session for restore"); + + var gameManager = GameManager.Instance; + if (gameManager != null && !gameManager.state.isInGame) + { + EnumEventSystem.Global.Send(GameLoopEnum.GameStart); + } + + var ui = UIManager.Instance; + if (ui != null) + { + ui.HidePanel(); + ui.ShowPanel(); + ui.HidePanel(); + ui.HidePanel(); + ui.HidePanel(); + } + + if (gameManager != null && gameManager.state.isInPause) + { + gameManager.ContinueGame(); + } + else + { + DialogUIManager.Instance?.OpenCanvas(); + } + } + + /// 读档完成后确保对话 Canvas 可用、退出暂停态。 + private static void FinalizeGameSessionAfterRestore() + { + AddRestoreLog("Finalize game session after restore"); + + DialogUIManager.Instance?.OpenCanvas(); + + var gameManager = GameManager.Instance; + if (gameManager != null && gameManager.state.isInPause) + { + gameManager.ContinueGame(); + } + } + + private static IEnumerator FadeInForRestore() + { + AddRestoreLog("Begin restore fade in"); + var panel = UIManager.Instance?.GetPanel(); + if (panel != null) + { + yield return panel.FadeInAsync(RestoreFadeDuration); + } + } + + private static IEnumerator FadeOutForRestore() + { + AddRestoreLog("End restore fade out"); + var panel = UIManager.Instance?.GetPanel(); + if (panel != null) + { + yield return panel.FadeOutAsync(RestoreFadeDuration); + } + } + + private static void ResetRestoreLog(string sourceLabel) + { + _lastRestoreLog.Clear(); + AddRestoreLog($"Restore source: {sourceLabel}"); + } + + private static void AddRestoreLog(string message) + { + _lastRestoreLog.Add($"[{DateTime.Now:HH:mm:ss}] {message}"); + Debug.Log($"[SaveRestoreOrchestrator] {message}"); + } + + private sealed class AutoSaveSuppressScope : IDisposable + { + private readonly string _reason; + private bool _disposed; + + public AutoSaveSuppressScope(string reason) + { + _reason = reason; + } + + public void Dispose() + { + if (_disposed) + { + return; + } + + _disposed = true; + _autoSaveSuppressDepth = Math.Max(0, _autoSaveSuppressDepth - 1); + Debug.Log( + $"[SaveRestoreOrchestrator] SuppressAutoSave end: {_reason}, depth={_autoSaveSuppressDepth}"); + } + } + } +} diff --git a/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs.meta b/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs.meta new file mode 100644 index 000000000..de093d088 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveRestoreOrchestrator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 359343f1db2912f49bdcad4fbe443f6a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SaveSnapshot.cs b/Assets/Scripts/SaveSystem/SaveSnapshot.cs new file mode 100644 index 000000000..7556c2bab --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveSnapshot.cs @@ -0,0 +1,315 @@ +using System; +using System.Collections.Generic; +using AibisDream.FixSystem; + +namespace AibisDream.SaveSystem +{ + /// + /// 当前快照 schema 的版本号。结构变更时递增。 + /// + public static class SaveSnapshotSchema + { + public const int CurrentVersion = 1; + } + + /// + /// 存档快照根对象:描述「进入可存节点那一刻」的完整游戏状态。 + /// + /// 与槽位/文件路径解耦;序列化后写入 JSON。对应需求§3 四分类: + /// anchor(恢复锚点)、sections(表现类 + 维修子模块)、yarnVariables。 + /// + /// + /// 宏观阶段(场景 / 章节 SO / YarnProject)不单独冗余存储,统一以 sections["scene"] / sections["macro"] + /// 为唯一来源;槽位 UI 等需要摘要时通过 现算派生,避免重复字段漂移。 + /// + /// + [Serializable] + public class SaveSnapshot + { + /// 快照结构版本,对应 + public int schemaVersion = SaveSnapshotSchema.CurrentVersion; + + /// 保存时的 Application.version + public string gameVersion; + + /// 保存时间(本地),格式 yyyy-MM-dd HH:mm:ss + public string savedAt; + + /// 当前场景(恢复的第一步)。 + public SceneSnapshotDto scene = new(); + + /// 恢复锚点:章节、YarnProject 与节点,读档最后阶段重新进入。 + public AnchorSnapshot anchor = new(); + + /// 全部 Yarn 运行时变量(来自 )。 + public YarnVariablesSnapshot yarnVariables = new(); + + /// + /// 各子系统快照,key 为 中的稳定 id。 + /// 表现层与维修模块(含 BlockPuzzle / Memory 等)均在此注册,按 RestoreOrder 还原。 + /// + public Dictionary sections = new(); + } + + /// + /// 恢复锚点:包含宏观章节信息,读档最后阶段加载对话工程并重新 StartDialogue。 + /// + [Serializable] + public class AnchorSnapshot + { + /// 当前章节 TalkSceneSO 名称,用于 + public string sceneSoName; + public string yarnProjectId; + public string nodeName; + } + + /// Yarn 变量三分组,与 Yarn Spinner 支持的类型一致。 + [Serializable] + public class YarnVariablesSnapshot + { + public Dictionary floats = new(); + public Dictionary strings = new(); + public Dictionary bools = new(); + } + + #region Provider DTOs + + /// sections["scene"]:当前加载的场景。 + [Serializable] + public class SceneSnapshotDto + { + public string sceneName; + } + + /// sections["env"]:环境时间/天气。 + [Serializable] + public class EnvironmentSnapshotDto + { + /// 枚举名。 + public string curTime; + + /// 枚举名。 + public string curWeather; + + public bool isInitialized; + } + + /// sections["actor"]:场景中所有角色的逐项状态。 + [Serializable] + public class ActorSnapshotDto + { + public List actors = new(); + } + + /// 单个角色的快照条目。 + [Serializable] + public class ActorEntrySnapshotDto + { + public string actorName; + public string slotName; + public string actorType; + public string stateName; + /// Anima:Animator layer 0 当前状态的 normalizedTime。 + public float stateNormalizedTime; + public float alpha; + /// AnimaEx:最后一次 set_actor_face 的表情名。 + public string faceName; + /// AnimaEx:Animator "Is Talking" 参数。 + public bool isTalking; + } + + /// sections["audio"]:FMOD 音乐/SFX 终态与 AMB 状态(不记播放进度)。 + [Serializable] + public class AudioSnapshotDto + { + /// key → FMOD event path。 + public Dictionary musicPaths = new(); + + public Dictionary sfxPaths = new(); + + /// 枚举名。 + public string ambState; + } + + /// + /// Timeline 终/初态标记(决策 D1.1:不按时间轴逐帧还原)。 + /// 序列化进 JSON 时使用字符串形式存入 。 + /// + public enum TimelinePlaybackPhase + { + AtStart, + AtEnd, + /// 从未 Evaluate 过 Timeline 绑定(untouched);非播放中途 Stop。 + Stopped + } + + /// sections["timeline"]:各 PlayableDirector 的终/初态。 + [Serializable] + public class TimelineSnapshotDto + { + public List entries = new(); + } + + [Serializable] + public class TimelineEntrySnapshotDto + { + public string directorName; + public bool isActive; + + /// 的字符串名。 + public string phase; + + /// 若由 Addressables 加载 Timeline,记录 key;否则为空。 + public string loadedAddressableKey; + + /// 是否曾通过 Play/Reset/RestoreAtEnd 等路径 Evaluate 过 Timeline。 + public bool hasEverAppliedPlayback; + } + + /// sections["screen"]:屏幕饱和度与演出淡入淡出遮罩。 + [Serializable] + public class ScreenSnapshotDto + { + /// Post-process Volume weight(0=正常,1=完全褪色)。 + public float saturationWeight; + + /// + /// 演出遮罩终态:true = 黑屏盖住(FadeIn 完成); + /// false = 画面可见(FadeOut 完成或遮罩未启用)。不记录转场中间 alpha。 + /// + public bool isFadeScreenCovered; + } + + /// sections["subway"]:地铁场景宏观状态(SubwayCenter / OutSideState)。 + [Serializable] + public class SubwaySnapshotDto + { + /// 枚举名。 + public string state; + + /// 状态参数(预留,当前各 State 未使用)。 + public string args; + + /// 当前新闻图片 Addressable id(Sprite/News[{id}] 中的 id)。 + public string newsSpriteId; + } + + /// sections["fix"]:Fix 场景宏观 Cue(FixSceneDirector),不含面板壳层。 + [Serializable] + public class FixSnapshotDto + { + /// 枚举名。 + public string state; + + /// 状态参数(如 BodyModule 的 ModuleState 字符串)。 + public string args; + } + + /// TaskPanel 单条任务条目快照。 + [Serializable] + public class TaskEntrySnapshotDto + { + /// Yarn 行 id,如 line:01dade5 + public string lineId; + + /// 存档时 UI 显示的完整文本(含 前缀)。 + public string text; + } + + /// sections["fixPanel"]:FixPanel 壳层 + 线缆/插头 + TaskPanel 状态。 + [Serializable] + public class FixPanelSnapshotDto + { + public bool isSystemOn; + + /// RepairSystemManager 当前激活系统类型名;空则默认 BodyModuleSystem。 + public string currentRepairSystemType; + + public bool isCableRetracted; + + /// 插头插入的 BodyModule 名(data.moduleName);null/空 = 未插入。 + public string pluggedModuleName; + + /// TaskPanel 是否处于展开位(show_task_panel 后)。 + public bool isTaskPanelVisible; + + /// TaskPanel 当前未完成任务列表(保持插入顺序)。 + public List tasks = new(); + } + + /// sections["bodyModule"]:插线模块持久物理状态。 + [Serializable] + public class BodyModuleSnapshotDto + { + /// 枚举名(Body / Head)。 + public string moduleState; + public bool isUFCoverRemoved; + public bool isUFRemoved; + public bool isColorRemoved; + public bool isChipRemoved; + + /// 高亮中的模块名(data.moduleName)。 + public List highlightedModules = new(); + + /// 报警中的模块名(data.moduleName)。 + public List alarmedModules = new(); + } + + /// sections["eye"]:Eye 维修叙事阶段。 + [Serializable] + public class EyeSnapshotDto + { + /// Eye 颜色阶段枚举名。 + public string eyeColorState; + } + + /// sections["punchTape"]:打孔带收藏列表。 + [Serializable] + public class PunchTapeSnapshotDto + { + public List favorites = new(); + } + + #endregion + + /// + /// 从 根对象直接读取的宏观摘要(场景 / 章节 SO / YarnProject)。 + /// + /// scene 与 anchor 已提升到根对象,无需再从 sections 字典派生。 + /// 槽位 / 「继续游戏」等 UI 在需要展示时调用 即可。 + /// + /// + public readonly struct SaveSnapshotSummary + { + /// Addressable 场景 key(来自 )。 + public readonly string SceneName; + + /// 当前 TalkSceneSO 的 asset 名称(来自 )。 + public readonly string SceneSoName; + + /// 当前 YarnProject 的 name(来自 )。 + public readonly string YarnProjectId; + + public SaveSnapshotSummary(string sceneName, string sceneSoName, string yarnProjectId) + { + SceneName = sceneName; + SceneSoName = sceneSoName; + YarnProjectId = yarnProjectId; + } + + /// 从快照根对象直接读取宏观摘要。 + public static SaveSnapshotSummary From(SaveSnapshot snapshot) + { + if (snapshot == null) + { + return new SaveSnapshotSummary(null, null, null); + } + + var sceneName = snapshot.scene?.sceneName; + var sceneSoName = snapshot.anchor?.sceneSoName; + var yarnProjectId = snapshot.anchor?.yarnProjectId; + + return new SaveSnapshotSummary(sceneName, sceneSoName, yarnProjectId); + } + } +} diff --git a/Assets/Scripts/SaveSystem/SaveSnapshot.cs.meta b/Assets/Scripts/SaveSystem/SaveSnapshot.cs.meta new file mode 100644 index 000000000..21744ec4f --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveSnapshot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 067e34fac1df0c1409cabbab3af2084b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SaveYarnCommand.cs b/Assets/Scripts/SaveSystem/SaveYarnCommand.cs new file mode 100644 index 000000000..87c3fcd71 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveYarnCommand.cs @@ -0,0 +1,24 @@ +using System.Collections; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream.SaveSystem +{ + /// + /// Yarn 显式存档命令。在节点末尾、状态命令执行完毕且即将进入无对话阶段时使用。 + /// + public static class SaveYarnCommand + { + [YarnCommand("save")] + public static IEnumerator Save() + { + if (!SavePointEvaluator.CanExplicitSave(out var reason)) + { + Debug.LogWarning($"[SaveYarnCommand] <> 被拒绝: {reason}"); + yield break; + } + + yield return SaveRestoreOrchestrator.ExplicitSaveRoutine(); + } + } +} diff --git a/Assets/Scripts/SaveSystem/SaveYarnCommand.cs.meta b/Assets/Scripts/SaveSystem/SaveYarnCommand.cs.meta new file mode 100644 index 000000000..f39329dcb --- /dev/null +++ b/Assets/Scripts/SaveSystem/SaveYarnCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fc9f19f937b87d4d8fd6d2f057ca14c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs b/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs new file mode 100644 index 000000000..c7d0a073c --- /dev/null +++ b/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs @@ -0,0 +1,73 @@ +using AibisDream.UI; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// screen section 的捕获/还原实现:屏幕后处理饱和度 + PlayToolPanel 遮罩终态(黑屏盖住 / 画面可见)。 + /// screen section:饱和度 + PlayToolPanel 遮罩终态()。 + /// 供 委托,避免 Provider 直接依赖 UI 细节。 + /// + public static class ScreenSnapshotHelper + { + private static bool _hasDeferredFadeScreenCovered; + private static bool _deferredFadeScreenCovered; + + public static ScreenSnapshotDto Capture() + { + var dto = new ScreenSnapshotDto(); + + if (ScreenEffectManager.Instance != null && ScreenEffectManager.Instance.saturation != null) + { + dto.saturationWeight = ScreenEffectManager.Instance.saturation.weight; + } + + if (UIManager.Instance != null) + { + var panel = UIManager.Instance.GetPanel(); + if (panel != null) + { + dto.isFadeScreenCovered = panel.CaptureFadeScreenCovered(); + } + } + + return dto; + } + + public static void Restore(ScreenSnapshotDto dto) + { + if (dto == null) return; + + if (ScreenEffectManager.Instance != null && ScreenEffectManager.Instance.saturation != null) + { + ScreenEffectManager.Instance.saturation.weight = dto.saturationWeight; + } + + if (UIManager.Instance != null) + { + if (SaveRestoreOrchestrator.IsRestoring) + { + _hasDeferredFadeScreenCovered = true; + _deferredFadeScreenCovered = dto.isFadeScreenCovered; + return; + } + + var panel = UIManager.Instance.GetPanel(); + panel?.ApplyFadeScreenCovered(dto.isFadeScreenCovered); + } + } + + /// 读档 FadeOut 完成后应用延迟的遮罩终态。 + public static void ApplyDeferredFadeScreenIfNeeded() + { + if (!_hasDeferredFadeScreenCovered) + { + return; + } + + _hasDeferredFadeScreenCovered = false; + var panel = UIManager.Instance?.GetPanel(); + panel?.ApplyFadeScreenCovered(_deferredFadeScreenCovered); + } + } +} diff --git a/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs.meta b/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs.meta new file mode 100644 index 000000000..a5d42bef9 --- /dev/null +++ b/Assets/Scripts/SaveSystem/ScreenSnapshotHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1dd311abda2a88428fbc0d2b4e21236 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SlotFileSystem.cs b/Assets/Scripts/SaveSystem/SlotFileSystem.cs new file mode 100644 index 000000000..d4483e068 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotFileSystem.cs @@ -0,0 +1,138 @@ +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Threading; +using AibisDream.Utility; +using Newtonsoft.Json; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 存档槽位目录与文件路径工具。 + /// + public static class SlotDirectory + { + public static string GetSlotPath(int slotIndex) + { + return Path.Combine(ConstRef.SaveFilePath, $"{ConstRef.SaveSlotDirPrefix}{slotIndex}"); + } + + public static string GetSnapshotPath(int slotIndex) + { + return Path.Combine(GetSlotPath(slotIndex), $"{ConstRef.SaveSnapshotFileName}.json"); + } + + public static string GetMetaPath(int slotIndex) + { + return Path.Combine(GetSlotPath(slotIndex), $"{ConstRef.SaveMetaFileName}.json"); + } + + public static string GetThumbnailPath(int slotIndex) + { + return Path.Combine(GetSlotPath(slotIndex), $"{ConstRef.SaveThumbnailFileName}.png"); + } + + public static string GetLatestSlotIndexPath() + { + return Path.Combine(ConstRef.SaveFilePath, $"{ConstRef.LatestSlotFileName}.json"); + } + + public static bool Exists(int slotIndex) + { + return File.Exists(GetMetaPath(slotIndex)); + } + + public static IEnumerable EnumerateExistingSlots() + { + if (!Directory.Exists(ConstRef.SaveFilePath)) + { + yield break; + } + + for (var i = SlotIndex.Auto; i <= SlotIndex.ManualEnd; i++) + { + if (Exists(i)) + { + yield return i; + } + } + } + + public static void EnsureSlotDirectory(int slotIndex) + { + Directory.CreateDirectory(GetSlotPath(slotIndex)); + } + } + + /// + /// 槽位文件原子写工具。 + /// 先写入临时文件,再重命名为最终文件,避免写入过程中崩溃导致存档损坏。 + /// + public static class SlotAtomicWriter + { + public static void WriteJson(T obj, string finalPath) + { + var json = JsonConvert.SerializeObject(obj, Formatting.Indented); + WriteText(json, finalPath); + } + + public static void WriteText(string text, string finalPath) + { + var tempPath = finalPath + ".tmp"; + var dir = Path.GetDirectoryName(finalPath); + if (!string.IsNullOrEmpty(dir)) + { + Directory.CreateDirectory(dir); + } + + File.WriteAllText(tempPath, text); + CommitTempFile(tempPath, finalPath); + } + + public static void WriteBytes(byte[] data, string finalPath) + { + if (data == null) + { + return; + } + + var tempPath = finalPath + ".tmp"; + var dir = Path.GetDirectoryName(finalPath); + if (!string.IsNullOrEmpty(dir)) + { + Directory.CreateDirectory(dir); + } + + File.WriteAllBytes(tempPath, data); + CommitTempFile(tempPath, finalPath); + } + + private static void CommitTempFile(string tempPath, string finalPath) + { + const int maxAttempts = 5; + + for (var attempt = 0; attempt < maxAttempts; attempt++) + { + try + { + if (File.Exists(finalPath)) + { + // Unity 使用的 .NET Standard 2.0 无 File.Move(..., overwrite);Replace 为原子覆盖。 + File.Replace(tempPath, finalPath, null); + } + else + { + File.Move(tempPath, finalPath); + } + + return; + } + catch (IOException) when (attempt < maxAttempts - 1) + { + Thread.Sleep(20 * (attempt + 1)); + } + } + } + } +} diff --git a/Assets/Scripts/SaveSystem/SlotFileSystem.cs.meta b/Assets/Scripts/SaveSystem/SlotFileSystem.cs.meta new file mode 100644 index 000000000..0bf2766fd --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotFileSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d819a034669842418c5e6b63b4a67cd3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SlotManager.cs b/Assets/Scripts/SaveSystem/SlotManager.cs new file mode 100644 index 000000000..174dc2c42 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotManager.cs @@ -0,0 +1,409 @@ +using System; +using System.IO; +using System.Collections.Generic; +using System.Threading.Tasks; +using AibisDream.SaveSystem.CloudSave; +using AibisDream.Utility; +using Newtonsoft.Json; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 存档槽位业务核心:管理自动档、手动档、读档、继续游戏与 P1 迁移。 + /// + public static class SlotManager + { + private static bool _migrated; + private static readonly object SlotWriteLock = new object(); + + /// 将快照与缩略图写入指定槽位。 + public static void SaveToSlot(int slotIndex, SaveSnapshot snapshot, byte[] thumbnailPng) + { + EnsureMigrated(); + WriteSlot(slotIndex, snapshot, thumbnailPng); + } + + /// 将快照与缩略图写入自动档(slot 0)。 + public static void SaveToAutoSlot(SaveSnapshot snapshot, byte[] thumbnailPng) + { + SaveToSlot(SlotIndex.Auto, snapshot, thumbnailPng); + SetLatestSlotIndex(SlotIndex.Auto); + CloudSaveManager.OnSlotWritten(SlotIndex.Auto); + } + + /// + /// 主线程完成序列化后,在后台线程写入自动档(slot 0)。 + /// 调用方须已在主线程完成 。 + /// + public static async Task SaveToAutoSlotAsync(SaveSnapshot snapshot, byte[] thumbnailPng) + { + EnsureMigrated(); + + var json = SnapshotPersistence.Serialize(snapshot); + var meta = BuildSlotMeta(SlotIndex.Auto, snapshot); + + await Task.Run(() => WriteSlotFiles(SlotIndex.Auto, json, meta, thumbnailPng)); + + SetLatestSlotIndex(SlotIndex.Auto); + CloudSaveManager.OnSlotWritten(SlotIndex.Auto); + } + + /// 将当前自动档复制到指定手动档。 + public static void CopyAutoToManual(int manualSlotIndex) + { + EnsureMigrated(); + + if (manualSlotIndex < SlotIndex.ManualStart || manualSlotIndex > SlotIndex.ManualEnd) + { + Debug.LogError($"[SlotManager] 手动槽位编号非法: {manualSlotIndex}"); + return; + } + + if (!SlotDirectory.Exists(SlotIndex.Auto)) + { + Debug.LogError("[SlotManager] 自动档不存在,无法复制手动档。"); + return; + } + + SlotDirectory.EnsureSlotDirectory(manualSlotIndex); + + var sourceDir = SlotDirectory.GetSlotPath(SlotIndex.Auto); + var targetDir = SlotDirectory.GetSlotPath(manualSlotIndex); + + CopyFileIfExists( + Path.Combine(sourceDir, $"{ConstRef.SaveSnapshotFileName}.json"), + Path.Combine(targetDir, $"{ConstRef.SaveSnapshotFileName}.json")); + CopyFileIfExists( + Path.Combine(sourceDir, $"{ConstRef.SaveMetaFileName}.json"), + Path.Combine(targetDir, $"{ConstRef.SaveMetaFileName}.json")); + CopyFileIfExists( + Path.Combine(sourceDir, $"{ConstRef.SaveThumbnailFileName}.png"), + Path.Combine(targetDir, $"{ConstRef.SaveThumbnailFileName}.png")); + + // 修正 meta 中的 slotIndex 为手动档编号 + var meta = LoadMeta(manualSlotIndex); + if (meta != null) + { + meta.slotIndex = manualSlotIndex; + WriteMeta(manualSlotIndex, meta); + } + + SetLatestSlotIndex(manualSlotIndex); + CloudSaveManager.OnSlotWritten(manualSlotIndex); + + Debug.Log($"[SlotManager] 已复制自动档到手动槽位 {manualSlotIndex}。"); + } + + /// 删除指定槽位。 + public static void DeleteSlot(int slotIndex) + { + EnsureMigrated(); + + if (slotIndex == SlotIndex.Auto) + { + // 自动档只清空内容,不删除目录 + DeleteSlotFiles(slotIndex); + Debug.Log("[SlotManager] 已清空自动档。"); + return; + } + + if (slotIndex < SlotIndex.ManualStart || slotIndex > SlotIndex.ManualEnd) + { + Debug.LogError($"[SlotManager] 槽位编号非法: {slotIndex}"); + return; + } + + var dir = SlotDirectory.GetSlotPath(slotIndex); + if (Directory.Exists(dir)) + { + Directory.Delete(dir, recursive: true); + Debug.Log($"[SlotManager] 已删除槽位 {slotIndex}。"); + } + + CloudSaveManager.OnSlotWritten(slotIndex); + } + + /// 读取槽位的完整快照。 + public static SaveSnapshot LoadSnapshot(int slotIndex) + { + EnsureMigrated(); + + var path = SlotDirectory.GetSnapshotPath(slotIndex); + if (!File.Exists(path)) + { + return null; + } + + try + { + var json = File.ReadAllText(path); + return SnapshotPersistence.Deserialize(json); + } + catch (Exception ex) + { + Debug.LogError($"[SlotManager] 读取槽位 {slotIndex} 快照失败: {ex.Message}"); + return null; + } + } + + /// 读取槽位元数据。 + public static SlotMeta LoadMeta(int slotIndex) + { + var path = SlotDirectory.GetMetaPath(slotIndex); + if (!File.Exists(path)) + { + return null; + } + + try + { + var json = File.ReadAllText(path); + return JsonConvert.DeserializeObject(json); + } + catch (Exception ex) + { + Debug.LogWarning($"[SlotManager] 读取槽位 {slotIndex} meta 失败: {ex.Message}"); + return null; + } + } + + /// 读取槽位缩略图字节。 + public static byte[] LoadThumbnail(int slotIndex) + { + var path = SlotDirectory.GetThumbnailPath(slotIndex); + if (!File.Exists(path)) + { + return null; + } + + try + { + return File.ReadAllBytes(path); + } + catch (Exception ex) + { + Debug.LogWarning($"[SlotManager] 读取槽位 {slotIndex} 缩略图失败: {ex.Message}"); + return null; + } + } + + /// 获取最近写入的槽位编号;不存在返回 null。 + public static int? GetLatestSlotIndex() + { + EnsureMigrated(); + + var path = SlotDirectory.GetLatestSlotIndexPath(); + if (!File.Exists(path)) + { + return null; + } + + try + { + var json = File.ReadAllText(path); + var record = JsonConvert.DeserializeObject(json); + if (record != null && SlotDirectory.Exists(record.latestSlot)) + { + return record.latestSlot; + } + } + catch (Exception ex) + { + Debug.LogWarning($"[SlotManager] 读取 latest_slot 失败: {ex.Message}"); + } + + return null; + } + + /// 更新最近写入槽位索引。 + public static void SetLatestSlotIndex(int slotIndex) + { + var record = new LatestSlotRecord + { + latestSlot = slotIndex, + updatedAt = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + }; + SlotAtomicWriter.WriteJson(record, SlotDirectory.GetLatestSlotIndexPath()); + } + + /// 获取供 UI 展示的全部槽位视图模型。 + public static SlotViewModel[] GetSlotViewModels() + { + EnsureMigrated(); + + var result = new List(); + for (var i = SlotIndex.Auto; i <= SlotIndex.ManualEnd; i++) + { + result.Add(BuildViewModel(i)); + } + + return result.ToArray(); + } + + #region Private Helpers + + private static void WriteSlot(int slotIndex, SaveSnapshot snapshot, byte[] thumbnailPng) + { + var json = SnapshotPersistence.Serialize(snapshot); + var meta = BuildSlotMeta(slotIndex, snapshot); + WriteSlotFiles(slotIndex, json, meta, thumbnailPng); + } + + private static SlotMeta BuildSlotMeta(int slotIndex, SaveSnapshot snapshot) + { + var summary = SaveSnapshotSummary.From(snapshot); + return new SlotMeta + { + slotIndex = slotIndex, + savedAt = snapshot.savedAt, + sceneName = summary.SceneName, + sceneSoName = summary.SceneSoName, + yarnProjectId = summary.YarnProjectId, + nodeName = snapshot.anchor?.nodeName, + schemaVersion = snapshot.schemaVersion, + gameVersion = snapshot.gameVersion, + thumbnailFile = $"{ConstRef.SaveThumbnailFileName}.png" + }; + } + + private static void WriteSlotFiles(int slotIndex, string json, SlotMeta meta, byte[] thumbnailPng) + { + lock (SlotWriteLock) + { + SlotDirectory.EnsureSlotDirectory(slotIndex); + SlotAtomicWriter.WriteText(json, SlotDirectory.GetSnapshotPath(slotIndex)); + SlotAtomicWriter.WriteJson(meta, SlotDirectory.GetMetaPath(slotIndex)); + + if (thumbnailPng != null) + { + SlotAtomicWriter.WriteBytes(thumbnailPng, SlotDirectory.GetThumbnailPath(slotIndex)); + } + } + } + + private static void WriteMeta(int slotIndex, SlotMeta meta) + { + SlotAtomicWriter.WriteJson(meta, SlotDirectory.GetMetaPath(slotIndex)); + } + + private static void CopyFileIfExists(string sourcePath, string targetPath) + { + if (!File.Exists(sourcePath)) + { + return; + } + + var dir = Path.GetDirectoryName(targetPath); + if (!string.IsNullOrEmpty(dir)) + { + Directory.CreateDirectory(dir); + } + + File.Copy(sourcePath, targetPath, overwrite: true); + } + + private static void DeleteSlotFiles(int slotIndex) + { + var dir = SlotDirectory.GetSlotPath(slotIndex); + if (!Directory.Exists(dir)) + { + return; + } + + foreach (var file in Directory.GetFiles(dir)) + { + File.Delete(file); + } + } + + private static SlotViewModel BuildViewModel(int slotIndex) + { + var meta = LoadMeta(slotIndex); + if (meta == null) + { + return new SlotViewModel( + slotIndex, + isEmpty: true, + isAutoSlot: slotIndex == SlotIndex.Auto, + savedAt: null, + sceneName: null, + sceneSoName: null, + thumbnailPath: null); + } + + var thumbnailPath = SlotDirectory.GetThumbnailPath(slotIndex); + if (!File.Exists(thumbnailPath)) + { + thumbnailPath = null; + } + + return new SlotViewModel( + slotIndex, + isEmpty: false, + isAutoSlot: slotIndex == SlotIndex.Auto, + savedAt: meta.savedAt, + sceneName: meta.sceneName, + sceneSoName: meta.sceneSoName, + thumbnailPath: thumbnailPath); + } + + private static void EnsureMigrated() + { + if (_migrated) + { + return; + } + + _migrated = true; + TryMigrateP1TestSnapshot(); + } + + private static void TryMigrateP1TestSnapshot() + { + var testPath = Path.Combine(ConstRef.SnapshotTestPath, $"{ConstRef.SnapshotTestFileName}.json"); + if (!File.Exists(testPath)) + { + return; + } + + if (SlotDirectory.Exists(SlotIndex.Auto)) + { + return; + } + + try + { + var snapshot = SnapshotPersistence.Load(testPath); + if (snapshot == null) + { + return; + } + + SaveToAutoSlot(snapshot, null); + + var migratedPath = testPath + ".migrated"; + if (File.Exists(migratedPath)) + { + File.Delete(migratedPath); + } + File.Move(testPath, migratedPath); + + Debug.Log($"[SlotManager] 已将 P1 测试存档从 {testPath} 迁移到 slot_0。"); + } + catch (Exception ex) + { + Debug.LogWarning($"[SlotManager] P1 测试存档迁移失败: {ex.Message}"); + } + } + + [Serializable] + private class LatestSlotRecord + { + public int latestSlot; + public string updatedAt; + } + + #endregion + } +} diff --git a/Assets/Scripts/SaveSystem/SlotManager.cs.meta b/Assets/Scripts/SaveSystem/SlotManager.cs.meta new file mode 100644 index 000000000..14cb7c7d8 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af4d8624a0d645ce9b07f73024290cd6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs b/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs new file mode 100644 index 000000000..3d4b3561d --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs @@ -0,0 +1,48 @@ +using AibisDream.Utility; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 存档槽位缩略图捕获工具。 + /// + /// 使用主相机渲染到 RenderTexture 后读像素并编码为 PNG。 + /// 捕获失败时安全返回 null,不会阻塞存档流程。 + /// + /// + public static class SlotThumbnailCapture + { + /// 捕获当前画面的 PNG 字节数组。 + public static byte[] CapturePng() + { + var cam = Camera.main; + if (cam == null) + { + Debug.LogWarning("[SlotThumbnailCapture] 未找到 Camera.main,跳过截图。"); + return null; + } + + var width = ConstRef.SaveThumbnailWidth; + var height = ConstRef.SaveThumbnailHeight; + + var rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.Default); + var prevTarget = cam.targetTexture; + cam.targetTexture = rt; + cam.Render(); + cam.targetTexture = prevTarget; + + RenderTexture.active = rt; + var tex = new Texture2D(width, height, TextureFormat.RGB24, false); + tex.ReadPixels(new Rect(0, 0, width, height), 0, 0); + tex.Apply(); + RenderTexture.active = null; + + var bytes = tex.EncodeToPNG(); + + Object.Destroy(tex); + RenderTexture.ReleaseTemporary(rt); + + return bytes; + } + } +} diff --git a/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs.meta b/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs.meta new file mode 100644 index 000000000..41a496b69 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotThumbnailCapture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 63f375c0f57444058bef24100d912ece +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SlotTypes.cs b/Assets/Scripts/SaveSystem/SlotTypes.cs new file mode 100644 index 000000000..1ee3e6521 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotTypes.cs @@ -0,0 +1,61 @@ +using System; + +namespace AibisDream.SaveSystem +{ + /// + /// 存档槽位编号常量。 + /// slot_0 为自动档;slot_1..slot_8 为手动档。 + /// + public static class SlotIndex + { + public const int Auto = 0; + public const int ManualStart = 1; + public const int ManualEnd = 8; + public const int ManualSlotCount = ManualEnd - ManualStart + 1; + } + + /// + /// 单个存档槽位的轻量 sidecar 元数据。 + /// 与完整 分离,避免 UI 枚举槽位时反复解析大 JSON。 + /// + [Serializable] + public class SlotMeta + { + public int slotIndex; + public string savedAt; + public string sceneName; + public string sceneSoName; + public string yarnProjectId; + public string nodeName; + public int schemaVersion; + public string gameVersion; + public string thumbnailFile; + } + + /// + /// 存档槽位 UI 展示用的只读数据契约。 + /// 产出,供 P6 的 SlotPanel 消费。 + /// + public readonly struct SlotViewModel + { + public readonly int SlotIndex; + public readonly bool IsEmpty; + public readonly bool IsAutoSlot; + public readonly string SavedAt; + public readonly string SceneName; + public readonly string SceneSoName; + public readonly string ThumbnailPath; + + public SlotViewModel(int slotIndex, bool isEmpty, bool isAutoSlot, string savedAt, + string sceneName, string sceneSoName, string thumbnailPath) + { + SlotIndex = slotIndex; + IsEmpty = isEmpty; + IsAutoSlot = isAutoSlot; + SavedAt = savedAt; + SceneName = sceneName; + SceneSoName = sceneSoName; + ThumbnailPath = thumbnailPath; + } + } +} diff --git a/Assets/Scripts/SaveSystem/SlotTypes.cs.meta b/Assets/Scripts/SaveSystem/SlotTypes.cs.meta new file mode 100644 index 000000000..e38018807 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SlotTypes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fec09cdbac7484ba1f6c6c361aae980 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SnapshotCapture.cs b/Assets/Scripts/SaveSystem/SnapshotCapture.cs new file mode 100644 index 000000000..37d949a13 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotCapture.cs @@ -0,0 +1,122 @@ +using System; +using UnityEngine; +using Yarn.Unity; + +namespace AibisDream.SaveSystem +{ + /// + /// 从运行时组装 (纯内存,不写盘)。 + /// + /// 流程:元数据 → 场景 → 锚点(含宏观章节)→ Yarn 变量 → 各 Provider.Capture。 + /// scene / anchor 由框架直管;其余子系统通过 Provider 写入 sections。 + /// + /// + public static class SnapshotCapture + { + /// 捕获当前完整快照。调用前需已注册全部 provider。 + /// + /// 触发存档时的 Yarn 节点名(通常为 OnNodeStart 传入值)。 + /// 非 null 时作为 anchor,并与 Capture 时刻的当前节点比较;不一致时打 warning,不阻断写盘。 + /// + /// + /// 为 true 时写入空 (显式 <<save>> 默认行为)。 + /// + public static SaveSnapshot Capture( + YarnVariableStorage storage, + string triggerNodeName = null, + bool omitAnchor = false) + { + SnapshotRegistry.ValidateRequiredProviders(); + + var snapshot = new SaveSnapshot + { + gameVersion = Application.version, + savedAt = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + }; + + CaptureScene(snapshot); + CaptureAnchor(snapshot, triggerNodeName, omitAnchor); + CaptureYarnVariables(storage, snapshot); + + foreach (var provider in SnapshotRegistry.GetOrderedProviders()) + { + var dto = provider.Capture(); + if (dto == null) continue; + snapshot.sections[provider.SaveId] = dto; + } + + return snapshot; + } + + private static void CaptureScene(SaveSnapshot snapshot) + { + var sceneLoader = SceneLoader.Instance; + snapshot.scene = new SceneSnapshotDto + { + sceneName = sceneLoader != null ? sceneLoader.CurrentSceneName : null + }; + } + + private static void CaptureAnchor(SaveSnapshot snapshot, string triggerNodeName, bool omitAnchor) + { + var dialog = DialogController.Instance; + if (dialog == null) return; + + string anchorNodeName; + if (omitAnchor) + { + anchorNodeName = string.Empty; + } + else + { + var (currentNodeName, _) = dialog.GetCurrentNodeContext(); + anchorNodeName = triggerNodeName ?? currentNodeName ?? string.Empty; + + if (triggerNodeName != null + && !string.Equals( + NormalizeNodeName(triggerNodeName), + NormalizeNodeName(currentNodeName), + StringComparison.Ordinal)) + { + Debug.LogWarning( + $"[SnapshotCapture] 存档锚点漂移:触发时「{FormatNodeName(triggerNodeName)}」," + + $"Capture 时「{FormatNodeName(currentNodeName)}」。anchor 使用触发节点。"); + } + } + + var yarnProject = dialog.DialogueRunner?.YarnProject; + var projectId = yarnProject != null ? yarnProject.name : string.Empty; + + var gameManager = GameManager.Instance; + var sceneSoName = gameManager != null ? gameManager.GetSceneSoName() : null; + + snapshot.anchor = new AnchorSnapshot + { + sceneSoName = sceneSoName, + yarnProjectId = projectId, + nodeName = anchorNodeName + }; + } + + private static string NormalizeNodeName(string nodeName) + { + return string.IsNullOrEmpty(nodeName) ? string.Empty : nodeName; + } + + private static string FormatNodeName(string nodeName) + { + return string.IsNullOrEmpty(nodeName) ? "(无节点)" : nodeName; + } + + private static void CaptureYarnVariables(YarnVariableStorage storage, SaveSnapshot snapshot) + { + var (floats, strings, bools) = storage.GetAllVariables(); + snapshot.yarnVariables = new YarnVariablesSnapshot + { + floats = floats ?? new(), + strings = strings ?? new(), + bools = bools ?? new() + }; + } + } +} diff --git a/Assets/Scripts/SaveSystem/SnapshotCapture.cs.meta b/Assets/Scripts/SaveSystem/SnapshotCapture.cs.meta new file mode 100644 index 000000000..63e2672db --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotCapture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8980db10670d2ec4685bc1564407cb9e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SnapshotPersistence.cs b/Assets/Scripts/SaveSystem/SnapshotPersistence.cs new file mode 100644 index 000000000..8c18377db --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotPersistence.cs @@ -0,0 +1,101 @@ +using System.IO; +using AibisDream.Utility; +using Newtonsoft.Json; +using Newtonsoft.Json.Linq; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 快照与磁盘的边界:序列化、读写 JSON 文件、检测旧档格式。 + /// + /// P2 起,业务存档统一通过 写入槽位目录; + /// 本类保留按路径读写的低级接口,供旧档兼容、迁移和外部调试使用。 + /// + /// + public static class SnapshotPersistence + { + private static readonly JsonSerializerSettings Settings = new() + { + TypeNameHandling = TypeNameHandling.None, + ReferenceLoopHandling = ReferenceLoopHandling.Ignore, + NullValueHandling = NullValueHandling.Ignore + }; + + /// P1 自测落盘:SnapshotTestPath/latest_snapshot.json(P2 迁移源)。 + public static string GetTestFilePath() + { + return Path.Combine(ConstRef.SnapshotTestPath, ConstRef.SnapshotTestFileName); + } + + /// 将快照序列化并写入指定槽位。 + public static void SaveToSlot(int slotIndex, SaveSnapshot snapshot) + { + SlotManager.SaveToSlot(slotIndex, snapshot, null); + } + + /// 从指定槽位读取快照。 + public static SaveSnapshot LoadFromSlot(int slotIndex) + { + return SlotManager.LoadSnapshot(slotIndex); + } + + /// 将快照序列化为 JSON 字符串。 + public static string Serialize(SaveSnapshot snapshot) + { + snapshot.schemaVersion = SaveSnapshotSchema.CurrentVersion; + return JsonConvert.SerializeObject(snapshot, Formatting.Indented, Settings); + } + + /// 从 JSON 字符串反序列化为快照。 + public static SaveSnapshot Deserialize(string json) + { + var snapshot = JsonConvert.DeserializeObject(json, Settings); + if (snapshot != null && snapshot.schemaVersion != SaveSnapshotSchema.CurrentVersion) + { + Debug.LogWarning( + $"[SnapshotPersistence] schemaVersion {snapshot.schemaVersion} != {SaveSnapshotSchema.CurrentVersion},按当前结构读取。"); + } + + return snapshot; + } + + /// 将快照序列化并写入 path(自动补 .json 后缀)。 + public static void Save(SaveSnapshot snapshot, string pathWithoutExtension) + { + var json = Serialize(snapshot); + var path = JsonUtil.FormatAsJsonPath(pathWithoutExtension); + var dir = Path.GetDirectoryName(path); + if (!string.IsNullOrEmpty(dir)) + { + Directory.CreateDirectory(dir); + } + + File.WriteAllText(path, json); + } + + /// 从 path 读取并反序列化为 + public static SaveSnapshot Load(string pathWithoutExtension) + { + var json = File.ReadAllText(JsonUtil.FormatAsJsonPath(pathWithoutExtension)); + return Deserialize(json); + } + + /// + /// 是否为旧 StorageSystem 格式(含 systemData、无 schemaVersion)。 + /// 此类文件应走 的 legacy 分支。 + /// + public static bool IsLegacyFormat(string savePath) + { + var json = File.ReadAllText(JsonUtil.FormatAsJsonPath(savePath)); + var jobj = JObject.Parse(json); + return jobj.Value("schemaVersion") == null && jobj["systemData"] != null; + } + + /// 读取旧格式存档根 JObject,供 legacy 还原使用。 + public static JObject ReadLegacySaveRoot(string savePath) + { + return JsonUtil.ReadJObject(savePath); + } + } +} diff --git a/Assets/Scripts/SaveSystem/SnapshotPersistence.cs.meta b/Assets/Scripts/SaveSystem/SnapshotPersistence.cs.meta new file mode 100644 index 000000000..85905f285 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotPersistence.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d7e9858d7009984ab1d2c139945e65e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SnapshotRegistry.cs b/Assets/Scripts/SaveSystem/SnapshotRegistry.cs new file mode 100644 index 000000000..1851ee4d3 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotRegistry.cs @@ -0,0 +1,103 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 快照 section 的稳定字符串 id。 + /// 用于 JSON key、Provider 注册与反序列化,避免使用 AssemblyQualifiedName。 + /// + public static class SnapshotProviderIds + { + public const string Environment = "env"; + public const string Actor = "actor"; + public const string Audio = "audio"; + public const string Timeline = "timeline"; + public const string Screen = "screen"; + public const string Subway = "subway"; + public const string PunchTape = "punchTape"; + public const string Fix = "fix"; + public const string FixPanel = "fixPanel"; + public const string BodyModule = "bodyModule"; + public const string Eye = "eye"; + + /// + /// P1 应参与 Capture 的 provider 清单。 + /// 据此告警缺失项;不含深度维修。 + /// scene 与 macro 已提升到 根对象,由框架直管。 + /// + public static readonly string[] RequiredForCapture = + { + Environment, Actor, Audio, Timeline, Subway, Fix, Screen + }; + } + + /// + /// 运行时登记全部 。 + /// Capture/Restore 时按 迭代; + /// 不使用「谁注册了谁才存」的隐式行为,RequiredForCapture 用于显式校验。 + /// + public static class SnapshotRegistry + { + private static readonly Dictionary Providers = new(); + private static bool _initialized; + + /// 幂等初始化:注册 P1 所需的全部 Provider。 + public static void EnsureInitialized() + { + if (_initialized) return; + _initialized = true; + + Register(new EnvironmentSnapshotProvider()); + Register(new ActorSnapshotProvider()); + Register(new AudioSnapshotProvider()); + Register(new TimelineSnapshotProvider()); + Register(new SubwaySnapshotProvider()); + Register(new PunchTapeSnapshotProvider()); + Register(new FixSnapshotProvider()); + Register(new FixPanelSnapshotProvider()); + Register(new BodyModuleSnapshotProvider()); + Register(new EyeSnapshotProvider()); + Register(new ScreenSnapshotProvider()); + } + + /// 注册 provider;同 SaveId 后者覆盖前者。 + public static void Register(ISnapshotProvider provider) + { + if (provider == null) return; + Providers[provider.SaveId] = provider; + } + + public static void Unregister(string saveId) + { + Providers.Remove(saveId); + } + + public static bool TryGet(string saveId, out ISnapshotProvider provider) + { + return Providers.TryGetValue(saveId, out provider); + } + + /// 按 RestoreOrder 升序返回,供还原流水线使用。 + public static IReadOnlyList GetOrderedProviders() + { + return Providers.Values.OrderBy(p => p.RestoreOrder).ToList(); + } + + /// + /// 校验 ; + /// 缺失时 LogWarning 但不阻断 Capture。 + /// + public static void ValidateRequiredProviders() + { + foreach (var saveId in SnapshotProviderIds.RequiredForCapture) + { + if (!Providers.ContainsKey(saveId)) + { + Debug.LogWarning($"[SnapshotRegistry] 缺少快照 provider: {saveId}"); + } + } + } + } +} diff --git a/Assets/Scripts/SaveSystem/SnapshotRegistry.cs.meta b/Assets/Scripts/SaveSystem/SnapshotRegistry.cs.meta new file mode 100644 index 000000000..e7ba300a4 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotRegistry.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: be5181c78333ff348987644e3653b4d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SnapshotRestore.cs b/Assets/Scripts/SaveSystem/SnapshotRestore.cs new file mode 100644 index 000000000..ecf97667a --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotRestore.cs @@ -0,0 +1,229 @@ +using System.Collections; +using Newtonsoft.Json.Linq; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 将 按 Phase + Barrier 写回运行时(纯内存,不读盘)。 + /// + public static class SnapshotRestore + { + /// + /// Phase 0~2:Yarn 变量、场景、章节与所有 Provider;不包含锚点重进。 + /// + public static IEnumerator RestoreState( + YarnVariableStorage storage, + SaveSnapshot snapshot, + SnapshotRestoreContext context) + { + if (snapshot == null) + { + context?.Error("snapshot 为 null"); + yield break; + } + + context ??= new SnapshotRestoreContext(snapshot); + + context.Log("Phase 0: Restore Yarn variables"); + RestoreYarnVariables(storage, snapshot); + + context.Log("Phase 1: Load scene"); + yield return RestoreScene(snapshot, context); + + context.Log("Phase 1.5: Restore scene SO"); + RestoreSceneSo(snapshot, context); + + context.Log("Phase 2: Restore providers (ordered by RestoreOrder)"); + yield return RestoreProvidersInOrder(snapshot, context); + } + + /// + /// Phase 3:按 加载对话工程;若有节点名则重新进入 Yarn 节点。 + /// + public static IEnumerator RestoreAnchor(SaveSnapshot snapshot, SnapshotRestoreContext context = null) + { + if (snapshot?.anchor == null) + { + context?.Log("Phase 3: No anchor, skip RestoreAnchor"); + yield break; + } + + context ??= new SnapshotRestoreContext(snapshot); + + var hasNode = !string.IsNullOrEmpty(snapshot.anchor.nodeName); + context.Log(hasNode + ? $"Phase 3: Restore anchor {snapshot.anchor.nodeName}" + : "Phase 3: No anchor node, restore YarnProject only"); + + var dialog = DialogController.Instance; + if (dialog == null) + { + context.Warn("DialogController 未初始化,无法恢复 Yarn 状态。"); + yield break; + } + + var runner = dialog.DialogueRunner; + if (runner == null) + { + context.Warn("DialogueRunner 未初始化,无法恢复 Yarn 状态。"); + yield break; + } + + if (!string.IsNullOrEmpty(snapshot.anchor.yarnProjectId)) + { + var sceneSo = GameManager.Instance?.GetCurrentTalkSceneSo(); + if (sceneSo?.yarnProject != null && sceneSo.yarnProject.name == snapshot.anchor.yarnProjectId) + { + if (runner.YarnProject == null || runner.YarnProject.name != snapshot.anchor.yarnProjectId) + { + dialog.LoadDialog(sceneSo.yarnProject); + } + } + else if (runner.YarnProject != null && runner.YarnProject.name != snapshot.anchor.yarnProjectId) + { + context.Warn( + $"YarnProject 不匹配:当前 {runner.YarnProject.name},存档 {snapshot.anchor.yarnProjectId}"); + } + } + + if (!hasNode) + { + yield break; + } + + if (runner.IsDialogueRunning) + { + yield return runner.Stop(); + } + + yield return runner.StartDialogue(snapshot.anchor.nodeName); + } + + private static void RestoreYarnVariables(YarnVariableStorage storage, SaveSnapshot snapshot) + { + var vars = snapshot.yarnVariables; + if (vars == null || storage == null) return; + + storage.SetAllVariables(vars.floats, vars.strings, vars.bools); + } + + private static IEnumerator RestoreScene(SaveSnapshot snapshot, SnapshotRestoreContext context) + { + if (snapshot.scene == null || string.IsNullOrEmpty(snapshot.scene.sceneName)) + { + context.Warn("快照缺少 scene.sceneName,跳过场景加载。"); + yield break; + } + + var sceneLoader = SceneLoader.Instance; + if (sceneLoader == null) + { + context.Error("SceneLoader 未初始化,无法加载场景。"); + yield break; + } + + yield return sceneLoader.LoadSceneAsync(snapshot.scene.sceneName); + + // 再等一帧,等Awake执行完 + yield return null; + } + + private static void RestoreSceneSo(SaveSnapshot snapshot, SnapshotRestoreContext context) + { + if (snapshot.anchor == null || string.IsNullOrEmpty(snapshot.anchor.sceneSoName)) + { + context.Warn("快照缺少 anchor.sceneSoName,跳过章节 SO 设置。"); + return; + } + + var gameManager = GameManager.Instance; + if (gameManager == null) + { + context.Warn("GameManager 未初始化,无法设置章节 SO。"); + return; + } + + gameManager.SetSceneSoByName(snapshot.anchor.sceneSoName); + } + + /// + /// 按 依次还原; + /// 同步 Provider 连续调用,异步 Provider 作为 Barrier 挂起,二者混排而非分两批。 + /// + private static IEnumerator RestoreProvidersInOrder(SaveSnapshot snapshot, SnapshotRestoreContext context) + { + foreach (var provider in SnapshotRegistry.GetOrderedProviders()) + { + if (!TryGetSectionDto(snapshot, provider, context, out var dto)) + { + continue; + } + + switch (provider) + { + case ISyncSnapshotProvider syncProvider: + context.Log($"Sync provider [{provider.RestoreOrder}]: {provider.SaveId}"); + syncProvider.Restore(dto, context); + break; + + case IAsyncSnapshotProvider asyncProvider: + context.Log($"Async provider [{provider.RestoreOrder}]: {provider.SaveId}"); + yield return asyncProvider.RestoreAsync(dto, context); + break; + + default: + context.Warn($"Provider {provider.SaveId} 未实现同步或异步还原契约,已跳过。"); + break; + } + } + } + + private static bool TryGetSectionDto( + SaveSnapshot snapshot, + ISnapshotProvider provider, + SnapshotRestoreContext context, + out object dto) + { + dto = null; + if (snapshot.sections == null + || !snapshot.sections.TryGetValue(provider.SaveId, out dto) + || dto == null) + { + context.Log($"Provider {provider.SaveId}: no section, skip"); + return false; + } + + dto = CoerceSectionDto(provider.SaveId, dto); + return true; + } + + /// + /// 读盘后 中的值常为 ; + /// 按 SaveId 转回各 Provider 所需的强类型 DTO。 + /// + private static object CoerceSectionDto(string saveId, object dto) + { + if (dto is not JObject jobj) + { + return dto; + } + + return saveId switch + { + SnapshotProviderIds.Environment => jobj.ToObject(), + SnapshotProviderIds.Actor => jobj.ToObject(), + SnapshotProviderIds.Audio => jobj.ToObject(), + SnapshotProviderIds.Timeline => jobj.ToObject(), + SnapshotProviderIds.Subway => jobj.ToObject(), + SnapshotProviderIds.PunchTape => jobj.ToObject(), + SnapshotProviderIds.Fix => jobj.ToObject(), + SnapshotProviderIds.FixPanel => jobj.ToObject(), + SnapshotProviderIds.BodyModule => jobj.ToObject(), + SnapshotProviderIds.Eye => jobj.ToObject(), + SnapshotProviderIds.Screen => jobj.ToObject(), + _ => jobj + }; + } + } +} diff --git a/Assets/Scripts/SaveSystem/SnapshotRestore.cs.meta b/Assets/Scripts/SaveSystem/SnapshotRestore.cs.meta new file mode 100644 index 000000000..9d49a8397 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotRestore.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3bcdb9cb4405940409b03b54446a2c5e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/SnapshotService.cs b/Assets/Scripts/SaveSystem/SnapshotService.cs new file mode 100644 index 000000000..7bab9c7c9 --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotService.cs @@ -0,0 +1,41 @@ +using System.Collections; + +namespace AibisDream.SaveSystem +{ + /// + /// 快照层对外 API:Capture / Restore,不涉及文件与 UI。 + /// 游戏逻辑应优先使用 完成存读档流程。 + /// + public static class SnapshotService + { + /// 捕获当前运行时快照。 + /// 。 + /// 。 + public static SaveSnapshot Capture(string triggerNodeName = null, bool omitAnchor = false) + { + SnapshotRegistry.EnsureInitialized(); + return SnapshotCapture.Capture(YarnVariableStorage.Instance, triggerNodeName, omitAnchor); + } + + /// + /// 还原快照状态;默认继续执行 。 + /// 业务读档流程应优先使用 ,以获得黑屏与自动存档抑制。 + /// + public static IEnumerator Restore(SaveSnapshot snapshot, bool restoreAnchor = true) + { + if (snapshot == null) + { + yield break; + } + + SnapshotRegistry.EnsureInitialized(); + var context = new SnapshotRestoreContext(snapshot); + yield return SnapshotRestore.RestoreState(YarnVariableStorage.Instance, snapshot, context); + + if (restoreAnchor) + { + yield return SnapshotRestore.RestoreAnchor(snapshot, context); + } + } + } +} diff --git a/Assets/Scripts/SaveSystem/SnapshotService.cs.meta b/Assets/Scripts/SaveSystem/SnapshotService.cs.meta new file mode 100644 index 000000000..efd8b259a --- /dev/null +++ b/Assets/Scripts/SaveSystem/SnapshotService.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2326ffbf13edbdb4fb0a438e7724edaa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveSystem/TestSaveArchive.cs b/Assets/Scripts/SaveSystem/TestSaveArchive.cs new file mode 100644 index 000000000..a17642f4b --- /dev/null +++ b/Assets/Scripts/SaveSystem/TestSaveArchive.cs @@ -0,0 +1,218 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using AibisDream.Utility; +using Newtonsoft.Json; +using UnityEngine; + +namespace AibisDream.SaveSystem +{ + /// + /// 测试存档模式:每次自动存档写入 下的独立子目录。 + /// 开启后不写入 slot_0,存多少次就保留多少份,与正式 saves/ 完全隔离。 + /// + public static class TestSaveArchive + { + public const string EditorPrefsEnabledKey = "AibisDream.SaveSystem.TestArchiveEnabled"; + + /// 测试存档模式是否开启(Editor 下由 EditorPrefs 控制,构建产物恒为 false)。 + public static bool IsEnabled + { + get + { +#if UNITY_EDITOR + return UnityEditor.EditorPrefs.GetBool(EditorPrefsEnabledKey, true); +#else + return false; +#endif + } + } + + private static readonly object ArchiveWriteLock = new object(); + + /// 将快照写入 testsavs 新条目,返回文件夹名。每次调用均新建,不覆盖已有条目。 + public static string Archive(SaveSnapshot snapshot, byte[] thumbnailPng) + { + if (snapshot == null) + { + return null; + } + + var entryId = BuildUniqueEntryId(snapshot); + var entryDir = Path.Combine(ConstRef.TestAutoSaveArchivePath, entryId); + Directory.CreateDirectory(entryDir); + + var json = SnapshotPersistence.Serialize(snapshot); + var meta = BuildMeta(entryId, snapshot); + + lock (ArchiveWriteLock) + { + SlotAtomicWriter.WriteText(json, Path.Combine(entryDir, $"{ConstRef.SaveSnapshotFileName}.json")); + SlotAtomicWriter.WriteJson(meta, Path.Combine(entryDir, $"{ConstRef.SaveMetaFileName}.json")); + + if (thumbnailPng != null) + { + SlotAtomicWriter.WriteBytes( + thumbnailPng, + Path.Combine(entryDir, $"{ConstRef.SaveThumbnailFileName}.png")); + } + } + + Debug.Log($"[TestSaveArchive] 已归档测试存档: {entryId}"); + return entryId; + } + + public static List ListEntries() + { + var result = new List(); + if (!Directory.Exists(ConstRef.TestAutoSaveArchivePath)) + { + return result; + } + + foreach (var dir in Directory.GetDirectories(ConstRef.TestAutoSaveArchivePath)) + { + var entryId = Path.GetFileName(dir); + var snapshotPath = Path.Combine(dir, $"{ConstRef.SaveSnapshotFileName}.json"); + if (!File.Exists(snapshotPath)) + { + continue; + } + + var metaPath = Path.Combine(dir, $"{ConstRef.SaveMetaFileName}.json"); + var thumbPath = Path.Combine(dir, $"{ConstRef.SaveThumbnailFileName}.png"); + + SlotMeta meta = null; + if (File.Exists(metaPath)) + { + try + { + meta = JsonConvert.DeserializeObject(File.ReadAllText(metaPath)); + } + catch (Exception ex) + { + Debug.LogWarning($"[TestSaveArchive] 读取 meta 失败 ({entryId}): {ex.Message}"); + } + } + + result.Add(new TestSaveArchiveEntry( + entryId, + dir, + snapshotPath, + File.Exists(thumbPath) ? thumbPath : null, + meta)); + } + + return result + .OrderByDescending(e => e.Meta?.savedAt ?? string.Empty) + .ThenByDescending(e => e.EntryId, StringComparer.Ordinal) + .ToList(); + } + + public static void DeleteEntry(string entryId) + { + if (string.IsNullOrEmpty(entryId)) + { + return; + } + + var dir = Path.Combine(ConstRef.TestAutoSaveArchivePath, entryId); + if (Directory.Exists(dir)) + { + Directory.Delete(dir, recursive: true); + } + } + + public static void ClearAll() + { + if (!Directory.Exists(ConstRef.TestAutoSaveArchivePath)) + { + return; + } + + foreach (var dir in Directory.GetDirectories(ConstRef.TestAutoSaveArchivePath)) + { + Directory.Delete(dir, recursive: true); + } + } + + private static string BuildUniqueEntryId(SaveSnapshot snapshot) + { + var baseId = BuildEntryId(snapshot); + var entryId = baseId; + var suffix = 2; + + while (Directory.Exists(Path.Combine(ConstRef.TestAutoSaveArchivePath, entryId))) + { + entryId = $"{baseId}_{suffix}"; + suffix++; + } + + return entryId; + } + + private static string BuildEntryId(SaveSnapshot snapshot) + { + var timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss_fff"); + var nodeName = snapshot.anchor?.nodeName; + var safeNode = string.IsNullOrEmpty(nodeName) ? "no_node" : SanitizeEntryName(nodeName); + return $"{timestamp}_{safeNode}"; + } + + private static SlotMeta BuildMeta(string entryId, SaveSnapshot snapshot) + { + var summary = SaveSnapshotSummary.From(snapshot); + return new SlotMeta + { + slotIndex = -1, + savedAt = snapshot.savedAt, + sceneName = summary.SceneName, + sceneSoName = summary.SceneSoName, + yarnProjectId = summary.YarnProjectId, + nodeName = snapshot.anchor?.nodeName, + schemaVersion = snapshot.schemaVersion, + gameVersion = snapshot.gameVersion, + thumbnailFile = $"{ConstRef.SaveThumbnailFileName}.png" + }; + } + + private static string SanitizeEntryName(string name) + { + foreach (var c in Path.GetInvalidFileNameChars()) + { + name = name.Replace(c, '_'); + } + + if (name.Length > 48) + { + name = name.Substring(0, 48); + } + + return string.IsNullOrWhiteSpace(name) ? "no_node" : name; + } + } + + public readonly struct TestSaveArchiveEntry + { + public readonly string EntryId; + public readonly string DirectoryPath; + public readonly string SnapshotPath; + public readonly string ThumbnailPath; + public readonly SlotMeta Meta; + + public TestSaveArchiveEntry( + string entryId, + string directoryPath, + string snapshotPath, + string thumbnailPath, + SlotMeta meta) + { + EntryId = entryId; + DirectoryPath = directoryPath; + SnapshotPath = snapshotPath; + ThumbnailPath = thumbnailPath; + Meta = meta; + } + } +} diff --git a/Assets/Scripts/SaveSystem/TestSaveArchive.cs.meta b/Assets/Scripts/SaveSystem/TestSaveArchive.cs.meta new file mode 100644 index 000000000..b4b7aa658 --- /dev/null +++ b/Assets/Scripts/SaveSystem/TestSaveArchive.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 408acae5dfcc0a94094d87e33ba53cd4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneManagement/ActorKit/AbsActor.cs b/Assets/Scripts/SceneManagement/ActorKit/AbsActor.cs index d38d3f1b2..7aa83a843 100644 --- a/Assets/Scripts/SceneManagement/ActorKit/AbsActor.cs +++ b/Assets/Scripts/SceneManagement/ActorKit/AbsActor.cs @@ -1,11 +1,10 @@ using System; using System.Collections; using AibisDream.Framework; +using AibisDream.SaveSystem; using AibisDream.Utility; using DG.Tweening; -using Newtonsoft.Json; using UnityEngine; -using UnityEngine.Events; using Object = UnityEngine.Object; namespace AibisDream @@ -16,74 +15,109 @@ namespace AibisDream /// public abstract class AbsActor : MonoBehaviour { - public ActorData actorData; - public string ActorName => actorData.actorName; - public string SlotName => actorData.slotName; + protected string _actorName; + protected string _slotName; + protected ActorType _actorType; + protected float _alpha; protected SpriteRenderer spriteRenderer; - public void Init(string actorName, ActorSlot slot) + public string ActorName => _actorName; + public string SlotName => _slotName; + public ActorType ActorType => _actorType; + + public void Init(string actorName, ActorSlot slot, ActorType actorType) { - actorData = new ActorData + _actorName = actorName; + _slotName = slot.slotName; + _actorType = actorType; + _alpha = 0; + + InitInternal(); + SetSlot(slot); + } + + public void InitFromEntry(ActorEntrySnapshotDto entry, ActorSlot slot) + { + _actorName = entry.actorName; + _slotName = entry.slotName; + _alpha = entry.alpha; + + if (!Enum.TryParse(entry.actorType, out _actorType)) { - actorName = actorName, - slotName = slot.slotName, - alpha = 0 - }; - - Init(); + _actorType = ActorType.Anima; + } + + InitInternal(); SetSlot(slot); } - public void Init(ActorData data, ActorSlot slot) - { - actorData = data; - Init(); - SetSlot(slot); - } - - protected virtual void Init() + protected virtual void InitInternal() { gameObject.name = ActorName; spriteRenderer = GetComponent(); spriteRenderer.SetAlpha(0); } + public abstract ActorEntrySnapshotDto CaptureEntry(); + + public abstract IEnumerator ApplyEntryAsync(ActorEntrySnapshotDto entry); + + protected void FillBaseEntry(ActorEntrySnapshotDto entry) + { + entry.actorName = _actorName; + entry.slotName = _slotName; + entry.actorType = _actorType.ToString(); + entry.alpha = _alpha; + } + + protected void ApplyAlphaFromEntry(ActorEntrySnapshotDto entry) + { + if (entry.alpha <= 0.01f) + { + Hide(); + } + else + { + SetAlpha(Mathf.RoundToInt(entry.alpha)); + } + } + public void Show() { - actorData.alpha = 1; + _alpha = 1; spriteRenderer.SetAlpha(1); } public void Hide() { - actorData.alpha = 0; + _alpha = 0; spriteRenderer.SetAlpha(0); } - + public void SetSlot(ActorSlot slot) { transform.position = slot.Position; spriteRenderer.sortingOrder = slot.sortingOrder; spriteRenderer.sortingLayerID = slot.sortingLayer; - - actorData.slotName = slot.slotName; + + _slotName = slot.slotName; } - + public IEnumerator FadeInAsync(float duration) { - actorData.alpha = 1; + _alpha = 1; yield return spriteRenderer.DOFade(1, duration).WaitForCompletion(); } public IEnumerator FadeOutAsync(float duration) { - actorData.alpha = 0; + _alpha = 0; yield return spriteRenderer.DOFade(0, duration).WaitForCompletion(); } public void SetAlpha(int alpha) { - actorData.alpha = alpha; + _alpha = alpha; spriteRenderer.SetAlpha(alpha); } @@ -96,11 +130,10 @@ namespace AibisDream } public virtual void SetTalkingState(bool isTalking) {} - + public virtual void SetFaceState(string faceName) {} } - // 工厂类 public class ActorFactory { private readonly Transform _actorRoot; @@ -115,41 +148,43 @@ namespace AibisDream _spriteActorPrefab = ResourceKit.LoadAssetSync(ConstRef.SpriteActorPrefabName); _actorAnimaExPrefab = ResourceKit.LoadAssetSync(ConstRef.ActorAnimaExPrefabName); } - + public AbsActor CreateActor(string actorName, ActorSlot slot, ActorType actorType) { - var actor = actorType switch - { - ActorType.Sprite => Object.Instantiate(_spriteActorPrefab, _actorRoot).GetComponent(), - ActorType.Anima => Object.Instantiate(_actorAnimaPrefab, _actorRoot).GetComponent(), - ActorType.AnimaEx => Object.Instantiate(_actorAnimaExPrefab, _actorRoot).GetComponent(), - _ => null - }; - + var actor = InstantiateByType(actorType); if (actor) { - actor.Init(actorName, slot); + actor.Init(actorName, slot, actorType); } - + return actor; } - - public AbsActor CreateActor(ActorData actorData, ActorSlot slot) + + public AbsActor CreateFromEntry(ActorEntrySnapshotDto entry, ActorSlot slot) { - var actor = actorData.actorType switch + if (!Enum.TryParse(entry.actorType, out var actorType)) + { + actorType = ActorType.Anima; + } + + var actor = InstantiateByType(actorType); + if (actor) + { + actor.InitFromEntry(entry, slot); + } + + return actor; + } + + private AbsActor InstantiateByType(ActorType actorType) + { + return actorType switch { ActorType.Sprite => Object.Instantiate(_spriteActorPrefab, _actorRoot).GetComponent(), ActorType.Anima => Object.Instantiate(_actorAnimaPrefab, _actorRoot).GetComponent(), ActorType.AnimaEx => Object.Instantiate(_actorAnimaExPrefab, _actorRoot).GetComponent(), _ => null }; - - if (actor) - { - actor.Init(actorData, slot); - } - - return actor; } } @@ -159,17 +194,4 @@ namespace AibisDream Anima, AnimaEx } - - [Serializable] - public class ActorData - { - [JsonIgnore] public UnityEvent onSave = new(); - - public string actorName; - public string slotName; - public ActorType actorType; - public string stateName; - public float alpha; - public float faceParam; - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/ActorKit/ActorAnima.cs b/Assets/Scripts/SceneManagement/ActorKit/ActorAnima.cs index a4b14c1d7..a8dcb9e25 100644 --- a/Assets/Scripts/SceneManagement/ActorKit/ActorAnima.cs +++ b/Assets/Scripts/SceneManagement/ActorKit/ActorAnima.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using AibisDream.Framework; +using AibisDream.SaveSystem; using UnityEngine; namespace AibisDream @@ -10,34 +11,23 @@ namespace AibisDream private const string HashPrefix = "#hash."; private Animator _animator; - private Dictionary _stateNameDict; + private Dictionary _hashToStateName; - protected override void Init() + protected override void InitInternal() { _animator = GetComponent(); - // 设置基本信息 - base.Init(); - // 获取Controller - actorData.actorType = ActorType.Anima; + base.InitInternal(); + _actorType = ActorType.Anima; + var controller = ResourceKit.LoadAssetSync($"Animation/{ActorName}"); _animator.runtimeAnimatorController = controller; - - // 保存事件 - actorData.onSave.AddListener(() => - { - actorData.stateName = - HashPrefix + _animator.GetCurrentAnimatorStateInfo(0).shortNameHash; - }); - - // 加载初始状态 - if (!string.IsNullOrWhiteSpace(actorData.stateName)) - { - ChangeState(actorData.stateName); - } + _hashToStateName = AnimatorKit.BuildStateHashToNameMap(controller); } public override void ChangeState(string animaName) { + if (string.IsNullOrEmpty(animaName)) return; + if (animaName.StartsWith(HashPrefix)) { var hash = int.Parse(animaName[HashPrefix.Length..]); @@ -51,12 +41,23 @@ namespace AibisDream public override IEnumerator ChangeStateAsync(string animaName) { + if (string.IsNullOrEmpty(animaName)) + { + yield break; + } + + if (animaName.StartsWith(HashPrefix)) + { + var hash = int.Parse(animaName[HashPrefix.Length..]); + _animator.Play(hash); + yield return null; + yield break; + } + _animator.Play(animaName); - // 等待一帧确保动画状态切换完成 yield return null; - // 等待直到动画状态名称匹配 while (!_animator.GetCurrentAnimatorStateInfo(0).IsName(animaName)) { yield return null; @@ -66,9 +67,48 @@ namespace AibisDream yield return new WaitForSeconds(info.length); } - private void OnDestroy() + public override ActorEntrySnapshotDto CaptureEntry() { - actorData.onSave.RemoveAllListeners(); + var entry = new ActorEntrySnapshotDto(); + FillBaseEntry(entry); + + var info = _animator.GetCurrentAnimatorStateInfo(0); + entry.stateNormalizedTime = info.normalizedTime; + + if (_hashToStateName != null + && _hashToStateName.TryGetValue(info.shortNameHash, out var name)) + { + entry.stateName = name; + } + else + { + entry.stateName = HashPrefix + info.shortNameHash; + } + + return entry; + } + + public override IEnumerator ApplyEntryAsync(ActorEntrySnapshotDto entry) + { + ApplyAlphaFromEntry(entry); + + if (string.IsNullOrEmpty(entry.stateName)) + { + yield return null; + yield break; + } + + if (entry.stateName.StartsWith(HashPrefix)) + { + var hash = int.Parse(entry.stateName[HashPrefix.Length..]); + _animator.Play(hash, 0, entry.stateNormalizedTime); + } + else + { + _animator.Play(entry.stateName, 0, entry.stateNormalizedTime); + } + + yield return null; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/ActorKit/ActorAnimaEx.cs b/Assets/Scripts/SceneManagement/ActorKit/ActorAnimaEx.cs index 1cb8e54ac..1a68db5f9 100644 --- a/Assets/Scripts/SceneManagement/ActorKit/ActorAnimaEx.cs +++ b/Assets/Scripts/SceneManagement/ActorKit/ActorAnimaEx.cs @@ -1,66 +1,49 @@ -using AibisDream.Framework; using System.Collections; using System.Collections.Generic; +using AibisDream.Framework; +using AibisDream.SaveSystem; using UnityEngine; namespace AibisDream { public class ActorAnimaEx : AbsActor { + private const string IsTalkingParam = "Is Talking"; + private Animator _animator; private string _currentStateName; + private string _currentFaceName; private Dictionary _blendTreeDict; - protected override void Init() + protected override void InitInternal() { _animator = GetComponent(); - // 设置基本信息 - base.Init(); - actorData.actorType = ActorType.AnimaEx; + base.InitInternal(); + _actorType = ActorType.AnimaEx; + var controller = ResourceKit.LoadAssetSync($"Animation/{ActorName}"); _animator.runtimeAnimatorController = controller; ParseBlendTreeInfos(); - - // 保存事件 - actorData.onSave.AddListener(() => - { - actorData.stateName = _currentStateName; - actorData.faceParam = _animator.GetFloat("Face Param"); - }); - - // 加载初始状态 - if (!string.IsNullOrWhiteSpace(actorData.stateName)) - { - ChangeState(actorData.stateName); - } - if (actorData.faceParam >= 0) - { - _animator.SetFloat("Face Param", actorData.faceParam); - } } - + private void ParseBlendTreeInfos() { _blendTreeDict = new Dictionary(); - // 解析混合树 var configText = ResourceKit.LoadAssetSync($"AnimationConfig/{ActorName}"); - if (configText != null) - { - var blendTreeConfig = AnimatorKit.ParseBlendTreeConfigFromJson(configText.text); - foreach (var info in blendTreeConfig.blendTrees) - { - _blendTreeDict[info.name] = info; - } + if (configText == null) return; - _currentStateName = blendTreeConfig.defaultStateName; + var blendTreeConfig = AnimatorKit.ParseBlendTreeConfigFromJson(configText.text); + if (blendTreeConfig?.blendTrees == null) return; + + foreach (var info in blendTreeConfig.blendTrees) + { + _blendTreeDict[info.name] = info; } + + _currentStateName = blendTreeConfig.defaultStateName; } - /// - /// 切换站姿 - /// - /// public override void ChangeState(string stateName) { StartCoroutine(ChangeStateAsync(stateName)); @@ -68,58 +51,75 @@ namespace AibisDream public override IEnumerator ChangeStateAsync(string stateName) { - // 记录当前状态 _currentStateName = stateName; - // 切换站姿 _animator.SetTrigger(stateName); - // 等待动作切换完成 while (!_animator.GetCurrentAnimatorStateInfo(0).IsName(stateName)) { yield return null; } - // var info = _animator.GetCurrentAnimatorStateInfo(0); - // yield return new WaitForSeconds(info.length); - _animator.ResetTrigger(stateName); - - Debug.Log($"当前状态{_currentStateName}"); } public override void SetTalkingState(bool isTalking) { - _animator.SetFloat("Is Talking", isTalking ? 1 : 0); + _animator.SetFloat(IsTalkingParam, isTalking ? 1 : 0); } public override void SetFaceState(string faceName) { - // 先读取当前混合树信息 - if (_blendTreeDict.TryGetValue(_currentStateName, out var blendTreeInfo)) + _currentFaceName = faceName; + + if (!_blendTreeDict.TryGetValue(_currentStateName, out var blendTreeInfo)) { - Debug.Log($"当前状态{_currentStateName}的混合树信息存在"); - if (blendTreeInfo.type == "1D") + Debug.LogWarning($"当前状态{_currentStateName}的混合树信息不存在"); + return; + } + + if (blendTreeInfo.type == "1D") + { + var clipInfo = blendTreeInfo.GetClipInfo(faceName); + if (clipInfo != null) { - var clipInfo = blendTreeInfo.GetClipInfo(faceName); - if (clipInfo != null) - { - _animator.SetFloat(blendTreeInfo.blendParameter, clipInfo.threshold); - } - } - else - { - var clipInfo = blendTreeInfo.GetClipInfo(faceName); - if (clipInfo != null) - { - _animator.SetFloat(blendTreeInfo.blendParameter, clipInfo.position.x); - // 不设置Y轴参数 - } + _animator.SetFloat(blendTreeInfo.blendParameter, clipInfo.threshold); } } else { - Debug.LogWarning($"当前状态{_currentStateName}的混合树信息不存在"); + var clipInfo = blendTreeInfo.GetClipInfo(faceName); + if (clipInfo != null) + { + _animator.SetFloat(blendTreeInfo.blendParameter, clipInfo.position.x); + } } } + + public override ActorEntrySnapshotDto CaptureEntry() + { + var entry = new ActorEntrySnapshotDto(); + FillBaseEntry(entry); + entry.stateName = _currentStateName; + entry.faceName = _currentFaceName; + entry.isTalking = _animator.GetFloat(IsTalkingParam) > 0.5f; + return entry; + } + + public override IEnumerator ApplyEntryAsync(ActorEntrySnapshotDto entry) + { + ApplyAlphaFromEntry(entry); + + if (!string.IsNullOrEmpty(entry.stateName)) + { + yield return ChangeStateAsync(entry.stateName); + } + + if (!string.IsNullOrEmpty(entry.faceName)) + { + SetFaceState(entry.faceName); + } + + SetTalkingState(entry.isTalking); + } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/ActorKit/ActorManager.cs b/Assets/Scripts/SceneManagement/ActorKit/ActorManager.cs index 7a991ed2c..056eae8c7 100644 --- a/Assets/Scripts/SceneManagement/ActorKit/ActorManager.cs +++ b/Assets/Scripts/SceneManagement/ActorKit/ActorManager.cs @@ -2,8 +2,8 @@ using System.Collections; using System.Collections.Generic; using System.Linq; -using AibisDream.Framework; using AibisDream.Kit; +using AibisDream.SaveSystem; using UnityEngine; using Yarn.Unity; @@ -20,8 +20,6 @@ namespace AibisDream private ActorFactory _actorFactory; #endregion - - private ActorSystemData _actorSystemData; public override void OnSingletonInit() { @@ -30,12 +28,6 @@ namespace AibisDream InitDefaultActor(); } - public override void OnSingletonDestroy() - { - _actorSystemData.OnLoad -= OnDataLoad; - StorageSystem.Instance.UnregisterData(); - } - public void DestroyEditorTemp() { foreach (Transform child in _actorRoot) @@ -49,7 +41,7 @@ namespace AibisDream #endif Destroy(child.gameObject); } - + _actorDict.Clear(); } @@ -69,23 +61,55 @@ namespace AibisDream { _slotDict[child.slotName] = child; } - + _actorDict = new Dictionary(); _actorFactory = new ActorFactory(_actorRoot); - - // 注册数据 - _actorSystemData = new ActorSystemData(); - _actorSystemData.OnLoad += OnDataLoad; - // StorageSystem.Instance.RegisterData(_actorSystemData); } - private void OnDataLoad(ActorSystemData data) + public ActorSnapshotDto CaptureSnapshot() { - Debug.Log("Actor Load"); - foreach (var actorData in data.actorDataList) + var dto = new ActorSnapshotDto(); + foreach (var actor in _actorDict.Values) { - InitActor(actorData); + dto.actors.Add(actor.CaptureEntry()); } + + return dto; + } + + public IEnumerator RestoreSnapshotAsync(ActorSnapshotDto dto) + { + DestroyEditorTemp(); + + if (dto?.actors == null) + { + yield break; + } + + foreach (var entry in dto.actors) + { + if (!_slotDict.TryGetValue(entry.slotName, out var slot)) + { + Debug.LogWarning($"slot {entry.slotName} 不存在"); + continue; + } + + var actor = _actorFactory.CreateFromEntry(entry, slot); + if (actor == null) continue; + + UpsertActor(entry.actorName, actor); + yield return actor.ApplyEntryAsync(entry); + } + } + + private void UpsertActor(string actorName, AbsActor actor) + { + if (_actorDict.TryGetValue(actorName, out var existing) && existing != null) + { + Destroy(existing.gameObject); + } + + _actorDict[actorName] = actor; } #if UNITY_EDITOR @@ -111,28 +135,10 @@ namespace AibisDream public AbsActor InitActor(string actorName, string slotName, ActorType actorType) { var slot = _slotDict[slotName]; - // 生成新组件 var actor = _actorFactory.CreateActor(actorName, slot, actorType); - // 保存 - _actorDict.Add(actorName, actor); - _actorSystemData.actorDataList.Add(actor.actorData); - - return actor; - } + UpsertActor(actorName, actor); - private void InitActor(ActorData actorData) - { - if (_slotDict.TryGetValue(actorData.slotName, out var slot)) - { - // 生成新组件 - var actor = _actorFactory.CreateActor(actorData, slot); - // 保存 - _actorDict.Add(actorData.actorName, actor); - } - else - { - Debug.LogWarning($"slot {actorData.slotName} 不存在"); - } + return actor; } public bool TryFindActor(string actorOrSlot, out AbsActor actor) @@ -157,7 +163,7 @@ namespace AibisDream public static class ActorYarnCommand { private const string ClinicSlotName = "clinic"; - + [YarnCommand("init_actor")] public static void InitActor(string actorName, string slotName = ClinicSlotName, string actorType = "Anima") { @@ -240,25 +246,4 @@ namespace AibisDream } } } - - [Serializable] - public class ActorSystemData : IData - { - public List actorDataList = new(); - public event Action OnLoad; - - public IEnumerator Load() - { - OnLoad?.Invoke(this); - yield break; - } - - public void Save() - { - foreach (var actorData in actorDataList) - { - actorData.onSave.Invoke(); - } - } - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/ActorKit/SpriteActor.cs b/Assets/Scripts/SceneManagement/ActorKit/SpriteActor.cs index 171118304..9b1976819 100644 --- a/Assets/Scripts/SceneManagement/ActorKit/SpriteActor.cs +++ b/Assets/Scripts/SceneManagement/ActorKit/SpriteActor.cs @@ -1,23 +1,49 @@ -using AibisDream.Framework; -using AibisDream.Utility; +using System.Collections; +using AibisDream.Framework; +using AibisDream.SaveSystem; using UnityEngine; namespace AibisDream { public class SpriteActor : AbsActor { - protected override void Init() + private string _stateName = "Idle"; + + protected override void InitInternal() { - base.Init(); - actorData.actorType = ActorType.Sprite; - // 赋值 - ChangeState(string.IsNullOrWhiteSpace(actorData.stateName) ? "Idle" : actorData.stateName); + base.InitInternal(); + _actorType = ActorType.Sprite; + ChangeState("Idle"); } public override void ChangeState(string stateName) { - spriteRenderer.sprite = ResourceKit.LoadAssetSync($"Sprite/{ActorName}[{stateName}]"); - actorData.stateName = stateName; + _stateName = string.IsNullOrWhiteSpace(stateName) ? "Idle" : stateName; + spriteRenderer.sprite = ResourceKit.LoadAssetSync($"Sprite/{ActorName}[{_stateName}]"); + } + + public override ActorEntrySnapshotDto CaptureEntry() + { + var entry = new ActorEntrySnapshotDto(); + FillBaseEntry(entry); + entry.stateName = _stateName; + return entry; + } + + public override IEnumerator ApplyEntryAsync(ActorEntrySnapshotDto entry) + { + ApplyAlphaFromEntry(entry); + + if (!string.IsNullOrEmpty(entry.stateName)) + { + ChangeState(entry.stateName); + } + else + { + ChangeState("Idle"); + } + + yield break; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/EnvironmentKit/EnvironmentManager.cs b/Assets/Scripts/SceneManagement/EnvironmentKit/EnvironmentManager.cs index efd5e8d97..bfcc2b919 100644 --- a/Assets/Scripts/SceneManagement/EnvironmentKit/EnvironmentManager.cs +++ b/Assets/Scripts/SceneManagement/EnvironmentKit/EnvironmentManager.cs @@ -1,9 +1,8 @@ using System; using System.Collections; using System.Collections.Generic; -using AibisDream.Framework; using AibisDream.Kit; -using Newtonsoft.Json; +using AibisDream.SaveSystem; using UnityEngine; using Yarn.Unity; @@ -18,63 +17,87 @@ namespace AibisDream private AbsScenePart[] _absSceneParts; private Dictionary _animatorDict; - private readonly EnvironmentData _environmentData = new(); + private bool _isInitialized; + private TimesOfDay _curTime; + private Weather _curWeather; public override void OnSingletonInit() { - StorageSystem.Instance.RegisterData(_environmentData); - _environmentData.OnLoad += OnLoad; if (initOnAwake) { InitEnvironment(defaultTime, defaultWeather); } } - - public override void OnSingletonDestroy() + + public EnvironmentSnapshotDto CaptureSnapshot() { - StorageSystem.Instance.UnregisterData(); - _environmentData.OnLoad -= OnLoad; + return new EnvironmentSnapshotDto + { + curTime = _curTime.ToString(), + curWeather = _curWeather.ToString(), + isInitialized = _isInitialized + }; } - private void OnLoad() + public void RestoreSnapshot(EnvironmentSnapshotDto dto) { - InitEnvironment(_environmentData.curTime, _environmentData.curWeather); + if (dto == null) return; + + if (!Enum.TryParse(dto.curTime, out var time)) + { + time = defaultTime; + } + + if (!Enum.TryParse(dto.curWeather, out var weather)) + { + weather = defaultWeather; + } + + if (!_isInitialized || !dto.isInitialized) + { + InitEnvironment(time, weather); + } + else + { + SetTimeOfDay(time); + SetWeather(weather); + } + } public void InitEnvironment(TimesOfDay timeOfDay, Weather weather) { - if (_environmentData.isInit) + if (_isInitialized) { Debug.Log("已经初始化过了"); return; } - // 初始化Animator索引 _animatorDict = new Dictionary(); foreach (var animator in GetComponentsInChildren(true)) { _animatorDict[animator.gameObject.name] = animator; } - + _absSceneParts = GetComponentsInChildren(true); foreach (var part in _absSceneParts) { part.Init(timeOfDay, weather); } - - _environmentData.curTime = timeOfDay; - _environmentData.curWeather = weather; - _environmentData.isInit = true; + + _curTime = timeOfDay; + _curWeather = weather; + _isInitialized = true; } - + public void SetTimeOfDay(TimesOfDay timeOfDay) { foreach (var part in _absSceneParts) { part.OnTimeChange(timeOfDay); } - - _environmentData.curTime = timeOfDay; + + _curTime = timeOfDay; } public void SetWeather(Weather weather) @@ -84,9 +107,9 @@ namespace AibisDream part.OnWeatherChange(weather); } - _environmentData.curWeather = weather; + _curWeather = weather; } - + public void ControlSinglePart(string partName, string action) { if (_animatorDict.TryGetValue(partName, out var animator)) @@ -99,7 +122,7 @@ namespace AibisDream } } } - + public static class EnvironmentYarnCommand { [YarnCommand("init_environment")] @@ -110,16 +133,16 @@ namespace AibisDream Debug.Log($"{timeOfDay}是不存在的时间"); return; } - + if (!Enum.TryParse(weatherType, out var weather)) { Debug.Log($"{weatherType}是不存在的天气"); return; } - + EnvironmentManager.Instance.InitEnvironment(time, weather); } - + [YarnCommand("set_time_of_day")] public static void SetTimeOfDay(string timeOfDay) { @@ -128,7 +151,7 @@ namespace AibisDream Debug.Log($"{timeOfDay}是不存在的时间"); return; } - + EnvironmentManager.Instance.SetTimeOfDay(time); } @@ -150,20 +173,4 @@ namespace AibisDream EnvironmentManager.Instance.ControlSinglePart(partName, action); } } - - [Serializable] - public class EnvironmentData : IData - { - [JsonIgnore] public bool isInit; - public TimesOfDay curTime; - public Weather curWeather; - - public event Action OnLoad; - - public IEnumerator Load() - { - OnLoad?.Invoke(); - yield break; - } - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs b/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs index 289989196..46ebaa393 100644 --- a/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs +++ b/Assets/Scripts/SceneManagement/SceneCenter/OutsideCenter.cs @@ -1,15 +1,13 @@ -using AibisDream.Kit; +using AibisDream.Framework; +using AibisDream.Kit; namespace AibisDream { public class OutsideCenter : Singleton { - public BubbleSlotGroup bubbleSlotGroup; - public override void OnSingletonInit() { - // 加载气泡 - DialogUIManager.Instance.LoadBubbles(bubbleSlotGroup.CollectData()); + BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Outside); } } } diff --git a/Assets/Scripts/SceneManagement/SceneCenter/SubwayCenter.cs b/Assets/Scripts/SceneManagement/SceneCenter/SubwayCenter.cs index 319242159..fcaa4c76c 100644 --- a/Assets/Scripts/SceneManagement/SceneCenter/SubwayCenter.cs +++ b/Assets/Scripts/SceneManagement/SceneCenter/SubwayCenter.cs @@ -2,7 +2,7 @@ using System.Collections; using AibisDream.Framework; using AibisDream.Kit; -using Cinemachine; +using AibisDream.SaveSystem; using UnityEngine; using UnityEngine.Playables; using UnityEngine.ResourceManagement.AsyncOperations; @@ -14,34 +14,22 @@ namespace AibisDream { #region 部分索引 - public BubbleSlotGroup subwaySlots; - public BubbleSlotGroup tvSlots; - - public CinemachineVirtualCamera subwayCam; - public CinemachineVirtualCamera tvCam; public SpriteRenderer newsSpriteRenderer; public PlayableDirector arriveStation; public static StateMachine StateMachine { get; private set; } + private string _currentNewsSpriteId; + #endregion public override void OnSingletonInit() { - CameraKit.Instance.RegisterCamera(CameraEnum.Subway, subwayCam); - CameraKit.Instance.RegisterCamera(CameraEnum.SubwayTV, tvCam); - StateMachine = new StateMachine(CreateState); StartCoroutine(StateMachine.Init(OutSideState.Subway)); } - public override void OnSingletonDestroy() - { - CameraKit.Instance.UnRegisterCamera(CameraEnum.SubwayTV); - CameraKit.Instance.UnRegisterCamera(CameraEnum.Subway); - } - private static IState CreateState(OutSideState nextState, string arg = "") { IState res = nextState switch @@ -86,6 +74,45 @@ namespace AibisDream } newsSpriteRenderer.sprite = handle.Result; + _currentNewsSpriteId = spriteId; + } + + /// Captures the macro subway scene snapshot. + public SubwaySnapshotDto CaptureSnapshot() + { + if (StateMachine == null || !StateMachine.HasState) + { + return null; + } + + return new SubwaySnapshotDto + { + state = StateMachine.CurState.ToString(), + args = "", + newsSpriteId = _currentNewsSpriteId + }; + } + + /// Restores the macro subway scene snapshot by jumping directly to the target state. + public IEnumerator RestoreSnapshot(SubwaySnapshotDto dto) + { + if (dto == null || string.IsNullOrEmpty(dto.state)) + { + yield break; + } + + if (!Enum.TryParse(dto.state, out var state)) + { + Debug.LogWarning($"[SubwayCenter] Could not parse OutSideState: {dto.state}"); + yield break; + } + + yield return StateMachine.SwitchStateImmediate(state, dto.args ?? ""); + + if (!string.IsNullOrEmpty(dto.newsSpriteId)) + { + yield return SwitchNews(dto.newsSpriteId); + } } } @@ -96,7 +123,13 @@ namespace AibisDream public IEnumerator Enter() { yield return CameraKit.Instance.SwitchCamera(CameraEnum.Subway); - DialogUIManager.Instance.LoadBubbles(SubwayCenter.Instance.subwaySlots.CollectData()); + DialogUIManager.Instance.LoadBubbles(BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.Subway)); + } + + public IEnumerator EnterImmediate() + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.Subway, true); + DialogUIManager.Instance.LoadBubbles(BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.Subway)); } } @@ -108,7 +141,13 @@ namespace AibisDream { yield return CameraKit.Instance.SwitchCamera(CameraEnum.SubwayTV); // 要加载气泡吗? - DialogUIManager.Instance.LoadBubbles(SubwayCenter.Instance.tvSlots.CollectData()); + DialogUIManager.Instance.LoadBubbles(BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.SubwayTV)); + } + + public IEnumerator EnterImmediate() + { + yield return CameraKit.Instance.SwitchCamera(CameraEnum.SubwayTV, true); + DialogUIManager.Instance.LoadBubbles(BubbleSlotKit.Instance.CollectData(BubbleSlotEnum.SubwayTV)); } } diff --git a/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs b/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs index 6d102d7e9..b82efe24c 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/DirectorHandler.cs @@ -6,6 +6,7 @@ using UnityEngine.Playables; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.Timeline; using AibisDream.Framework; +using AibisDream.SaveSystem; namespace AibisDream { @@ -31,6 +32,8 @@ namespace AibisDream private AsyncOperationHandle _addressableHandle; private PlayableAsset _savedPlayableAsset; private Coroutine _pendingResetToStartCoroutine; + private string _lastAddressableKey; + private bool _hasEverAppliedPlayback; #if UNITY_EDITOR /// @@ -95,6 +98,12 @@ namespace AibisDream if (director == null) return; director.time = 0; director.Evaluate(); + MarkPlaybackApplied(); + } + + private void MarkPlaybackApplied() + { + _hasEverAppliedPlayback = true; } /// @@ -142,23 +151,18 @@ namespace AibisDream /// private void AutoBindCinemachineBrain() { - Debug.Log($"[DirectorHandler] {timelineName}: AutoBindCinemachineBrain 被调用,autoBindCinemachineBrain={autoBindCinemachineBrain}"); - if (!autoBindCinemachineBrain) { - Debug.Log($"[DirectorHandler] {timelineName}: autoBindCinemachineBrain 为 false,跳过绑定"); return; } if (director == null) { - Debug.LogError($"[DirectorHandler] {timelineName}: director 为 null"); return; } if (director.playableAsset == null) { - Debug.LogError($"[DirectorHandler] {timelineName}: director.playableAsset 为 null"); return; } @@ -166,24 +170,19 @@ namespace AibisDream var mainCamera = Camera.main; if (mainCamera == null) { - Debug.LogError($"[DirectorHandler] {timelineName}: Camera.main 为 null"); return; } var brain = mainCamera.GetComponent(); if (brain == null) { - Debug.LogWarning($"[DirectorHandler] {timelineName}: 主摄像机上找不到 CinemachineBrain,无法自动绑定"); return; } - Debug.Log($"[DirectorHandler] {timelineName}: 找到 CinemachineBrain,准备绑定"); - // 遍历所有输出轨道,找到 CinemachineTrack 并绑定 var timelineAsset = director.playableAsset as TimelineAsset; if (timelineAsset == null) { - Debug.LogError($"[DirectorHandler] {timelineName}: playableAsset 不是 TimelineAsset"); return; } @@ -192,18 +191,14 @@ namespace AibisDream foreach (var track in timelineAsset.GetOutputTracks()) { trackCount++; - Debug.Log($"[DirectorHandler] {timelineName}: 检查轨道 {track.name},类型: {track.GetType().Name}"); // 直接检查轨道类型 if (track is CinemachineTrack) { director.SetGenericBinding(track, brain); boundCount++; - Debug.Log($"[DirectorHandler] {timelineName}: 成功绑定轨道 {track.name}"); } } - - Debug.Log($"[DirectorHandler] {timelineName}: 共检查 {trackCount} 个轨道,绑定了 {boundCount} 个 CinemachineTrack"); } /// @@ -305,6 +300,7 @@ namespace AibisDream ReleaseAddressableHandle(); var loadKey = TimelinePrefix + addressableKey; + _lastAddressableKey = addressableKey; PlayableAsset loadedAsset = null; AsyncOperationHandle loadedHandle = default; var loadDone = false; @@ -379,7 +375,7 @@ namespace AibisDream public void Pause() { if (director == null) return; - + if (director.state == PlayState.Playing) { director.Pause(); @@ -392,7 +388,7 @@ namespace AibisDream public void Resume() { if (director == null) return; - + if (director.state == PlayState.Paused) { director.Resume(); @@ -418,6 +414,158 @@ namespace AibisDream ReleaseAddressableHandle(); } + public TimelineEntrySnapshotDto CaptureSnapshotEntry() + { + var entry = new TimelineEntrySnapshotDto + { + directorName = timelineName, + isActive = gameObject.activeSelf, + loadedAddressableKey = _lastAddressableKey, + hasEverAppliedPlayback = _hasEverAppliedPlayback + }; + + if (director == null) + { + entry.phase = TimelinePlaybackPhase.Stopped.ToString(); + return entry; + } + + if (!_hasEverAppliedPlayback) + { + entry.phase = TimelinePlaybackPhase.Stopped.ToString(); + return entry; + } + + var duration = director.duration; + var time = director.time; + if (duration > 0 && time >= duration - 0.01) + { + entry.phase = TimelinePlaybackPhase.AtEnd.ToString(); + } + else if (time <= 0.01) + { + entry.phase = TimelinePlaybackPhase.AtStart.ToString(); + } + else + { + entry.phase = TimelinePlaybackPhase.AtEnd.ToString(); + } + + return entry; + } + + public IEnumerator RestoreSnapshotEntryAsync(TimelineEntrySnapshotDto entry) + { + if (entry == null) yield break; + + gameObject.SetActive(entry.isActive); + if (!entry.isActive || director == null) yield break; + + if (!Enum.TryParse(entry.phase, out var phase)) + { + phase = TimelinePlaybackPhase.Stopped; + } + + switch (phase) + { + case TimelinePlaybackPhase.AtStart: + if (entry.hasEverAppliedPlayback) + { + Reset(); + } + + break; + case TimelinePlaybackPhase.AtEnd: + if (!string.IsNullOrEmpty(entry.loadedAddressableKey)) + { + yield return RestoreAtEndFromAddressable(entry.loadedAddressableKey); + } + else + { + RestoreAtEndLocal(); + } + + break; + case TimelinePlaybackPhase.Stopped: + default: + break; + } + } + + private void RestoreAtEndLocal() + { + CancelPendingResetToStartCoroutine(); + director.stopped -= OnDirectorStopped; + director.Stop(); + if (director.duration > 0) + { + director.time = director.duration; + director.Evaluate(); + } + + director.Stop(); + MarkPlaybackApplied(); + } + + private IEnumerator RestoreAtEndFromAddressable(string addressableKey) + { + yield return LoadAddressablePlayable(addressableKey); + RestoreAtEndLocal(); + } + + private IEnumerator LoadAddressablePlayable(string addressableKey) + { + if (director == null) + { + Debug.LogError($"DirectorHandler {timelineName}: PlayableDirector is null"); + yield break; + } + + if (string.IsNullOrEmpty(addressableKey)) + { + Debug.LogError($"DirectorHandler {timelineName}: addressableKey is null or empty"); + yield break; + } + + ReleaseAddressableHandle(); + + var loadKey = TimelinePrefix + addressableKey; + _lastAddressableKey = addressableKey; + PlayableAsset loadedAsset = null; + AsyncOperationHandle loadedHandle = default; + var loadDone = false; + + ResourceKit.LoadAssetAsyncWithHandle(loadKey, handle => + { + loadedHandle = handle; + if (handle.Status == AsyncOperationStatus.Succeeded) + { + loadedAsset = handle.Result; + } + + loadDone = true; + }); + + yield return new WaitUntil(() => loadDone); + + if (loadedAsset == null) + { + Debug.LogError($"DirectorHandler {timelineName}: Failed to load PlayableAsset '{loadKey}'"); + yield break; + } + + CancelPendingResetToStartCoroutine(); + director.stopped -= OnDirectorStopped; + director.Stop(); + + _savedPlayableAsset = director.playableAsset; + director.playableAsset = loadedAsset; + director.RebuildGraph(); + AutoBindCinemachineBrain(); + + _addressableHandle = loadedHandle; + } + /// /// 获取当前播放时间 /// @@ -442,7 +590,7 @@ namespace AibisDream public void SetPlaybackSpeed(float speed) { if (director == null) return; - + if (director.playableGraph.IsValid()) { director.playableGraph.GetRootPlayable(0).SetSpeed(speed); @@ -459,7 +607,7 @@ namespace AibisDream public void SeekToTime(double time) { if (director == null) return; - + director.time = Math.Clamp(time, 0, director.duration); director.Evaluate(); } diff --git a/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs b/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs index d97d7bb22..0417aede0 100644 --- a/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs +++ b/Assets/Scripts/SceneManagement/TimelineKit/TimelineCenter.cs @@ -1,8 +1,9 @@ using System; using System.Collections; using System.Collections.Generic; -using UnityEngine; using AibisDream.Kit; +using AibisDream.SaveSystem; +using UnityEngine; namespace AibisDream { @@ -230,7 +231,31 @@ namespace AibisDream #endregion + public TimelineSnapshotDto CaptureSnapshot() + { + var dto = new TimelineSnapshotDto(); + foreach (var handler in _timelineDict.Values) + { + dto.entries.Add(handler.CaptureSnapshotEntry()); + } + return dto; + } + + public IEnumerator RestoreSnapshotAsync(TimelineSnapshotDto dto) + { + if (dto?.entries == null) yield break; + + foreach (var entry in dto.entries) + { + if (!_timelineDict.TryGetValue(entry.directorName, out var handler)) + { + continue; + } + + yield return handler.RestoreSnapshotEntryAsync(entry); + } + } } public interface ITimelineCenter diff --git a/Assets/Scripts/UI/DialogUI/Bubbles/BubbleSlotGroup.cs b/Assets/Scripts/UI/DialogUI/Bubbles/BubbleSlotGroup.cs index d6f2f053b..8830848c5 100644 --- a/Assets/Scripts/UI/DialogUI/Bubbles/BubbleSlotGroup.cs +++ b/Assets/Scripts/UI/DialogUI/Bubbles/BubbleSlotGroup.cs @@ -1,13 +1,35 @@ using System; using System.Linq; +using AibisDream.Framework; using UnityEngine; namespace AibisDream { public class BubbleSlotGroup : MonoBehaviour { + [SerializeField] private BubbleSlotEnum slotKey; [SerializeField] private BubbleSlotGroupData data; + private void Awake() + { + if (slotKey == BubbleSlotEnum.Default) + { + return; + } + + BubbleSlotKit.Instance.Register(slotKey, this); + } + + private void OnDestroy() + { + if (slotKey == BubbleSlotEnum.Default) + { + return; + } + + BubbleSlotKit.Instance?.Unregister(slotKey); + } + public BubbleSlotGroupData CollectData() { // 获取子类 diff --git a/Assets/Scripts/UI/DialogUI/VariableBar.cs b/Assets/Scripts/UI/DialogUI/VariableBar.cs index a35c4700e..d2aa9c728 100644 --- a/Assets/Scripts/UI/DialogUI/VariableBar.cs +++ b/Assets/Scripts/UI/DialogUI/VariableBar.cs @@ -19,7 +19,7 @@ namespace AibisDream.UI { // 读取存储中所有变量并打印 - var variables = StorageSystem.Instance.GetAllVariables(); + var variables = YarnVariableStorage.Instance.GetAllVariables(); PrintAllVariables(variables); EnumEventSystem.Global.Register(StorageEvent.VariableSet, OnVariableUpdate); } diff --git a/Assets/Scripts/UI/Panel/PlayToolPanel.cs b/Assets/Scripts/UI/Panel/PlayToolPanel.cs index a5f3ed0db..1f6e00de3 100644 --- a/Assets/Scripts/UI/Panel/PlayToolPanel.cs +++ b/Assets/Scripts/UI/Panel/PlayToolPanel.cs @@ -86,6 +86,36 @@ namespace AibisDream.UI StartCoroutine(FadeOutAsync(duration)); } + /// + /// 捕获遮罩终态:黑屏盖住(FadeIn 完成) vs 画面可见(FadeOut 完成 / HideAll)。 + /// 与 一致——终态以 gameObject.activeSelf 为准(FadeOut 结束会 SetActive(false))。 + /// + public bool CaptureFadeScreenCovered() + { + if (_fadeImage == null) return false; + return _fadeImage.gameObject.activeSelf; + } + + /// + /// 按快照终态还原遮罩(同步设置 active 与颜色,与 终态一致)。 + /// + public void ApplyFadeScreenCovered(bool isCovered) + { + if (_fadeImage == null) return; + + _fadeImage.DOKill(); + if (isCovered) + { + _fadeImage.gameObject.SetActive(true); + _fadeImage.color = Color.white; + } + else + { + _fadeImage.color = Color.clear; + _fadeImage.gameObject.SetActive(false); + } + } + /// /// 显示物体 /// diff --git a/Assets/Scripts/Utility/GlobalVariableKit.cs b/Assets/Scripts/Utility/GlobalVariableKit.cs index 0c83ca7a0..24fbe65b3 100644 --- a/Assets/Scripts/Utility/GlobalVariableKit.cs +++ b/Assets/Scripts/Utility/GlobalVariableKit.cs @@ -4,14 +4,14 @@ { public static bool IsPlugHighLight { - get => !(StorageSystem.Instance.TryGetValue("$global.IsPlugHighLight", out bool res) && res); - set => StorageSystem.Instance.SetValue("$global.IsPlugHighLight", !value); + get => !(YarnVariableStorage.Instance.TryGetValue("$global.IsPlugHighLight", out bool res) && res); + set => YarnVariableStorage.Instance.SetValue("$global.IsPlugHighLight", !value); } public static bool IsCordHighLight { - get => !(StorageSystem.Instance.TryGetValue("$global.IsCurdHighLight", out bool res) && res); - set => StorageSystem.Instance.SetValue("$global.IsCurdHighLight", !value); + get => !(YarnVariableStorage.Instance.TryGetValue("$global.IsCurdHighLight", out bool res) && res); + set => YarnVariableStorage.Instance.SetValue("$global.IsCurdHighLight", !value); } } } \ No newline at end of file diff --git a/Assets/Yarn/FP/FP_Day1_begin/Day1_begin.yarn b/Assets/Yarn/FP/FP_Day1_begin/Day1_begin.yarn index 2a23c7bc2..bc0639959 100644 --- a/Assets/Yarn/FP/FP_Day1_begin/Day1_begin.yarn +++ b/Assets/Yarn/FP/FP_Day1_begin/Day1_begin.yarn @@ -1,5 +1,5 @@ title: Start -tags: +tags: start group: 入口 position: 0,-80 --- @@ -28,7 +28,7 @@ position: 0,-80 title: 地铁ver5 -tags: +tags: content colorID: 8 position: 0,80 --- @@ -99,7 +99,7 @@ hs: 新玩意儿。
叫什么…什么频段分层 title: 新闻 -tags: +tags: content colorID: 8 position: 0,240 --- @@ -121,23 +121,28 @@ position: 0,240 // hs: 如果被清除的机体太多的话,英理脸上可就不好看了啊。 #line:0eda22f // <> // ->脱耦机体<> #line:007ef4a - host: …目前仍然在逃。 #line:0ee0561 - hs: 啊,这就是我说的那个。 #line:015adbc - host: 3天前该实体在回收审批阶段脱离控制,
下落不明。
请广大机体注意防范,
并积极提供线索。 #line:03559d2 - host: 信息显示,该实体为注册在案的*问题分子*,自称发现“海”的线索,正试图寻找。 #line:0dc34e9 - host: 在此提醒广大机体,“海”并不存在。
若您出现类似的认知偏差,请及时就近就医…… #line:00db12d +host: …目前仍然在逃。 #line:0ee0561 +hs: 啊,这就是我说的那个。 #line:015adbc +host: 3天前该实体在回收审批阶段脱离控制,
下落不明。
请广大机体注意防范,
并积极提供线索。 #line:03559d2 +host: 信息显示,该实体为注册在案的*问题分子*,自称发现“海”的线索,正试图寻找。 #line:0dc34e9 +host: 在此提醒广大机体,“海”并不存在。
若您出现类似的认知偏差,请及时就近就医…… #line:00db12d // <> // ->结束<0>> #line:0b04710 - <> + +me: 啊…#auto_next #line:07efff9 +<> +<> + + +<> // <> -<> === title: 地铁结尾 -tags: +tags: content colorID: 8 position: 0,400 --- @@ -148,9 +153,6 @@ position: 0,400 //chunhui:2.原型病的人似乎认为主脑之外还有别的家,也就是海 //czq: 你说的是对的,而且带过就够了,现在已经写了,混在日常对话中间了 -me: 啊…#auto_next #line:07efff9 -<> -<> <> <> <> @@ -209,16 +211,14 @@ me: 低温运行。 #line:011538c <> <> + +<> + <> === - - - -title: 诊室外2 -tags: -colorID: 8 -position: 0,560 +title: 切换到诊所外 +tags: function --- <> <> @@ -229,6 +229,14 @@ position: 0,560 <> <> <> +=== + + +title: 诊室外2 +tags: content +colorID: 8 +position: 0,560 +--- yl: 看来我们的医生不知道现在是几点。 #line:06ddc95 <> <> diff --git a/Assets/Yarn/FP/FP_Day1_mid/Day1_mid.yarn b/Assets/Yarn/FP/FP_Day1_mid/Day1_mid.yarn index 6624fd98b..c7ba58730 100644 --- a/Assets/Yarn/FP/FP_Day1_mid/Day1_mid.yarn +++ b/Assets/Yarn/FP/FP_Day1_mid/Day1_mid.yarn @@ -1,5 +1,5 @@ title: Start -tags: +tags: start colorID: 8 position: 250,200 --- @@ -7,6 +7,9 @@ position: 250,200 <> <> // <> + +<> +<> <> === @@ -14,12 +17,10 @@ position: 250,200 title: 佩佩 -tags: +tags: content colorID: 8 position: 250,200 --- -<> -<> <> <> <> diff --git a/Assets/Yarn/FP/FP_Day1_night/FP_Day1_night.yarn b/Assets/Yarn/FP/FP_Day1_night/FP_Day1_night.yarn index 92395a821..d50dac6d9 100644 --- a/Assets/Yarn/FP/FP_Day1_night/FP_Day1_night.yarn +++ b/Assets/Yarn/FP/FP_Day1_night/FP_Day1_night.yarn @@ -1,12 +1,14 @@ title: Start -tags: +tags: start colorID: 8 position: 205,-53 --- -// <> -// CenterText: 一天的工作结束了。 #line:0dcc71a -// //TODO:接时间流逝 -// <> +<> +<> +<> +// <> +<> +<> <> === @@ -15,17 +17,11 @@ position: 205,-53 title: 酒吧6 -tags: +tags: content colorID: 8 position: 250,200 --- -<> -<> -<> -<> -// <> -<> -<> + // <> 吵闹的音乐,炫目的灯光… #line:02e0d86 ///// #line:0207402 一切都令人心烦。 #line:0e72808 diff --git a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-en.csv b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-en.csv index ca6e8b62a..5b0bac042 100644 --- a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-en.csv +++ b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-en.csv @@ -197,6 +197,7 @@ "en","line:09c5690","Search for parts","FP_Day1_sleep","","","","" "en","line:04bff73","You don't recognize most of the parts. But luck is on your side.","FP_Day1_sleep","","","","" "en","line:06c0942","Intact Compression Ring","FP_Day1_sleep","","","","" +"en","line:0c9a2d1","You pick up a small metal ring. You don't know what it could be used for yet.","FP_Day1_sleep","","","","" "en","line:01ed9bc","me:This should do the trick.","FP_Day1_sleep","","","","" "en","line:00798be","Telescope","FP_Day1_sleep","","","","" "en","line:04e4782","The telescope is large, engraved with parameters and model numbers you can't decipher.","FP_Day1_sleep","","","","" diff --git a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-ja.csv b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-ja.csv index 14160661c..66fbc82a4 100644 --- a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-ja.csv +++ b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep-ja.csv @@ -197,6 +197,7 @@ "ja-JP","line:09c5690","部品を探す","FP_Day1_sleep","","","","" "ja-JP","line:04bff73","ほとんどの部品は見覚えがない。でも運が良かった。","FP_Day1_sleep","","","","" "ja-JP","line:06c0942","無損傷の圧縮リング","FP_Day1_sleep","","","","" +"ja-JP","line:0c9a2d1","小さな金属の輪を拾った。何に使えるのかは、まだわからない。","FP_Day1_sleep","","","","" "ja-JP","line:01ed9bc","me:これでなんとかなるはず。","FP_Day1_sleep","","","","" "ja-JP","line:00798be","望遠鏡","FP_Day1_sleep","","","","" "ja-JP","line:04e4782","望遠鏡は大きく、読み取れないパラメータや型番が刻まれている。","FP_Day1_sleep","","","","" diff --git a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep.yarn b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep.yarn index 4f885237e..a9c14d408 100644 --- a/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep.yarn +++ b/Assets/Yarn/FP/FP_Day1_sleep/FP_Day1_sleep.yarn @@ -1,4 +1,5 @@ title: Start +tags: start --- <> <> @@ -347,9 +348,7 @@ tags: hub //你进门又走上一圈旋转楼梯,进入了一个昏暗圆形的房间。 #line:0c07ecc <> <> - ->下去 #line:0d7f5dc - <> -->下楼 #line:0bf285a +->下楼<> #line:0bf285a #deps:gameStage <> <> <> @@ -530,16 +529,22 @@ tags: detour 望远镜上贴着一张白色的便笺。 #line:092260e 你碰了一下,便笺碎掉了。 #line:012a3a1 <> -->仪器 #line:007cbe4 #deps:wyjStage +->仪器 #line:007cbe4 #deps:wyjStage,hasCompressionRing 这些仪器看着很像你工作用的工具…… #line:0076043 <> ……不对,你真的有那个工作吗?你只是一个学生吧。 #line:0256c87 <> me: 只要…什么都能修好,对吧。你说的… #line:005b630 + <> + <> ->翻找零件 #line:09c5690 大部分零件你都不认识。不过你的运气不错。 #line:04bff73 ->完好的压缩环 #line:06c0942 - me: 这下应该可以了。 #line:01ed9bc + <> + 你拿起一个小小的金属环。你还不知道它能用在哪里。 #line:0c9a2d1 + <> + me: 这下应该可以了。 #line:01ed9bc + <> <> <> === diff --git a/Assets/Yarn/FP/FP_Day1_sleep/Func.yarn b/Assets/Yarn/FP/FP_Day1_sleep/Func.yarn index b3cd98916..bd3be5dba 100644 --- a/Assets/Yarn/FP/FP_Day1_sleep/Func.yarn +++ b/Assets/Yarn/FP/FP_Day1_sleep/Func.yarn @@ -1,11 +1,12 @@ title: InitParams -tags: function +tags: init --- <> <> <> <> <> +<> <> // 0=白天 1=夕阳 2=门开 === @@ -115,11 +116,18 @@ tags: function title: 找到压缩环_Set tags: function --- -<> +<> +<> + <> +<> === title: 目镜掉落_Set tags: function --- -<> +<> + <> +<> + <> +<> === diff --git a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn index a2e08b7b8..14751bd23 100644 --- a/Assets/Yarn/FP/FP_Huoshan1/Center.yarn +++ b/Assets/Yarn/FP/FP_Huoshan1/Center.yarn @@ -67,7 +67,6 @@ position: 300,200 colorID: 1 --- //每次进入维修界面就自动保存 -<> //【【设置gameStage】】 // Stage1: 诊室开场 - 火山说笑话,发现异常 diff --git a/Assets/Yarn/FP/FP_Peipei1/CENTER.yarn b/Assets/Yarn/FP/FP_Peipei1/CENTER.yarn index 841b4aa8a..f8399dded 100644 --- a/Assets/Yarn/FP/FP_Peipei1/CENTER.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/CENTER.yarn @@ -1,13 +1,14 @@ title: Start -tags: +tags: start colorID: 8 position: 253,-2041 --- -<> +<> +<> === title: 数据初始化 -tags: +tags: init colorID: 4 position: 248,-1739 --- @@ -20,8 +21,7 @@ position: 248,-1739 //统计查看记忆数目,用来判断是否收集够,这是完成主目标的必要目标 <> -//记录是否已经完成了UF的检查 -<> + //记录是否已经完成了视觉的检查 <> @@ -80,18 +80,16 @@ position: 248,-1739 //如果视觉深入过再UF,就是true <> - -<> === title: Center +tags: center description: 脚本跳转中心,GameStage在此处处理,理论上不在其他地方读取GameStage position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 //1-开场对话;2-UF检查前;3-视觉检查前;4-记忆检查前;5-分析;6-中间对话;7-手术;8-手术后复查;9-结束对话;0-结束 -<> <> <> <> @@ -103,25 +101,32 @@ colorID: 1 <> <> <> - <> + <> <> <> - <> + <> <> <> - <> + <> <> <> - <> + <> <> <> - <> + <> <> <> - <> + <> <> <> - <> - <> + <> <> -=== \ No newline at end of file +=== + + +title: End +tags: end +--- +<> +<> +=== diff --git a/Assets/Yarn/FP/FP_Peipei1/EVENT.yarn b/Assets/Yarn/FP/FP_Peipei1/EVENT.yarn index 742a14f7a..6fc9327e5 100644 --- a/Assets/Yarn/FP/FP_Peipei1/EVENT.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/EVENT.yarn @@ -1,6 +1,6 @@ - + title: EmoPlugIn -tags: 待编辑 +tags: event colorID: 8 position: -2,-3039 --- @@ -11,7 +11,7 @@ position: -2,-3039 title: SpeakPlugIn -tags: 待编辑 +tags: event colorID: 8 position: 240,-2640 --- @@ -23,7 +23,7 @@ position: 240,-2640 title: LogicPlugIn -tags: 待编辑 +tags: event colorID: 8 position: 480,-3040 --- @@ -34,7 +34,7 @@ position: 480,-3040 title: ColorPlugIn -tags: 待编辑 +tags: event colorID: 8 position: 240,-2840 --- @@ -45,7 +45,7 @@ position: 240,-2840 title: MemoryPlugIn -tags: 待编辑 +tags: event colorID: 8 position: 240,-3040 --- @@ -56,25 +56,24 @@ position: 240,-3040 title: UFPlugIn -tags: 待编辑 +tags: event colorID: 8 position: 0,-2840 --- <> - <> + <> <> <> <> === title: EyePlugIn -tags: 待编辑 +tags: event colorID: 8 position: 480,-2840 --- <> <> - <> <> <> @@ -84,7 +83,7 @@ position: 480,-2840 title: IntoEyeView -tags: +tags: event group:视觉检查 colorID: 6 position: 244,271 @@ -142,10 +141,11 @@ position: 244,271 title: MemoryDeepIn -tags: +tags: event --- <> <> +<> <> === @@ -153,7 +153,7 @@ tags: title: UFDeepIn -tags: +tags: event --- <> <> @@ -163,7 +163,7 @@ tags: title: EyeDeepIn -tags: +tags: event position: -9,21 --- <> @@ -175,7 +175,7 @@ position: -9,21 title: OnMemoryInsert -tags: +tags: event group:记忆 colorID: 3 position: -1580,-2168 @@ -186,9 +186,16 @@ position: -1580,-2168 === title: 重复看同一个目标 -tags: +tags: event position: -9,21 --- <> -=== \ No newline at end of file +=== + + +title: OnCutLineComplete +tags: event +--- +<> +=== diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage1_佩佩开场对话.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage1_佩佩开场对话.yarn index 3ce01bd42..5edbf79ab 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage1_佩佩开场对话.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage1_佩佩开场对话.yarn @@ -1,5 +1,5 @@ title: Stage1 -tags: +tags: start color: 888888 position: 0,0 --- @@ -8,50 +8,8 @@ position: 0,0 - - -// title: 电视 -// tags: -// colorID: 8 -// position: 0,200 -// --- -// // <> -// // <> -// //<> - - -// //<> -// //<> -// // <> -// //<> -// //播报员: ……
…晴,未来几天内将有冷空气抵达,
户外工作的机体,请做好设备保温工作。 -// //播报员: 再来关注一下第45届销售大赛的进展。 -// //播报员: 今天下午,
奥古斯主管抵达了园区,开始指导筹备工作。 -// //播报员: 他表示,作为高品质生活不可或缺的一部分,
扩展罐头的品类已经成为广大机体的一致需求…… - -// //<> -// //<> -// //<> - -// //播报员: 在销售部工作的火山,
正在为新一季度的销售工作而紧张地忙碌着…… -// //me: 不知道每年都整这个罐头,到底有什么意义。
忙了。 -// //yingli_novoice: …就是这里了,员工诊所。
他们一定能治好你的怪病。 -// //me: 看来比我想得要更快些。 - -// //<> -// //<> -// //<> -// //<> - -// <> - -// === - - - - title: 开场对话 -tags: +tags: content colorID: 8 position: 0,400 --- @@ -85,6 +43,14 @@ peipei_novoice: 是的,主管。 #line:07b19bb <> <> <> + +<> +=== + + +title: 进门后 +tags: content +--- <> <> <> @@ -246,6 +212,7 @@ me: 不好说,到治疗室来检查一下吧。 #line:0ba9854 title: Stage1End +tags: end position: 0,600 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage2_外部检查&UF.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage2_外部检查&UF.yarn index 3daf0ebab..d413a323b 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage2_外部检查&UF.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage2_外部检查&UF.yarn @@ -1,5 +1,5 @@ -title: Stage2 -tags: +title: Stage2 +tags: start color: 888888 position: -427,-2903 --- @@ -11,14 +11,13 @@ position: -427,-2903 <> Task: 定位佩佩的UF模块 #line:01dade5 <> -//me:检查佩佩的UF模块
将检查线插入模块的绿色插口,以运行检查 #line:03bd677 -<> + +<> === - title: UF深入检查 -tags: 待编辑 +tags: content color: red group:UF深入检查 position: -427,-2561 @@ -68,30 +67,16 @@ UfModule: 拒绝访问!需要A+级权限进行深入检查。 #line:00d6e4d <> <> <> - <> <> - <> + + <> <> + <> === - - - - -title: UF检查状态 -position: -428,-2261 ---- -<> - <> - <> -<> -=== - - - - title: 结束UF检查 +tags: end position: -427,-1938 --- <> @@ -103,7 +88,7 @@ position: -427,-1938 === title: 第一次身体检查_检查UF -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: 104,-2498 @@ -164,7 +149,7 @@ position: 104,-2498 title: 第一次身体检查_检查视觉 -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: 572,-2497 @@ -238,7 +223,7 @@ position: 572,-2497 title: 检查记忆 -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: 340,-2700 @@ -284,7 +269,7 @@ MemModule: 已与记忆模块建立连接! #line:08a12cc title: 检查色觉 -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: 344,-2498 @@ -352,7 +337,7 @@ ChipModule: 已与附加模块建立连接! #line:03032df title: 检查情绪 -tags: +tags: content colorID: 8 group:插线检查 position: 102,-2697 @@ -393,7 +378,7 @@ EmoModule: 已与情绪模块建立连接! #line:00d2d0b title: 检查语言 -tags: +tags: content colorID: 8 group:插线检查 position: 343,-2338 @@ -428,7 +413,7 @@ SpeakerModule: 已与表达模块建立连接! #line:0ce06c1 title: 检查逻辑 -tags: +tags: content colorID: 8 group:插线检查 position: 577,-2701 diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage3_视觉检查.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage3_视觉检查.yarn index f6e41d27d..3953efa3a 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage3_视觉检查.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage3_视觉检查.yarn @@ -1,17 +1,18 @@ title: Stage3 -tags: +tags: start colorID: 8 position: -542,-2771 --- <> -<> + +<> === title: FirstDialogue -tags: +tags: content no_save group:视觉检查 colorID: 8 position: -1469,-2536 @@ -69,7 +70,7 @@ position: -1469,-2536 title: 佩佩告诉你可以想象颜色 -tags: +tags: content no_save colorID: 6 group:视觉检查 position: -1046,-2637 @@ -132,6 +133,7 @@ peipei: 好的,医生。 #line:0a00775 title: 视觉检查状态 +tags: content no_save position: -539,-2339 --- <> @@ -146,13 +148,16 @@ position: -539,-2339 title: 结束视觉检查 +tags: end position: -537,-1759 --- <> <> === + title: 视觉检查_目标重复 +tags: content no_save position: -537,-1759 --- me: 刚才已经试过这个了…这次选一个不同的目标吧。 #line:02e50cf @@ -161,10 +166,8 @@ me: 刚才已经试过这个了…这次选一个不同的目标吧。 #line:02e - - title: Eye_sky -tags: +tags: content no_save colorID: 8 group:视觉检查 position: -1462,-1905 @@ -178,7 +181,7 @@ position: -1462,-1905 title: Eye_computer -tags: +tags: content no_save colorID: 8 group:视觉检查 position: -1468,-2364 @@ -198,36 +201,36 @@ me:这个没有生成颜色?奇怪…… #line:06e6a8e title: Eye_poster -tags: +tags: content no_save colorID: 8 group:视觉检查 position: -1467,-2207 --- <> -<> -me:佩佩,看到那张海报了么? #line:005434c -<> -<> -peipei: 那是,啊……
那是我装上UF之后画的的第一张广告画。
“护肤机油”。 #line:0d47b90 -me:原来这是UF画的。我就说…
好像从那个时候开始,公司的美术都变得…怪怪的。 #line:06dd03c -peipei: 那是我的错……
我不习惯UF,本来想用笔来画的… #line:05f750d -peipei: 主管最后才发现,把我痛骂了一顿,让我加班改用UF重新画了一张。 #line:0a75b41 -me: 不是说*效率优先*么?重新画…不是更慢吗? #line:0732b8a -peipei: 我也是这么说的,可主管说机体必须按照标准化流程工作。
当时的我,就是怎么也搞不懂…… #line:0424be1 -peipei: 把它气得脸都涨红了,红得像…太阳一样。 #line:0866c17 -<> -me: 这倒是很奇特的比喻。 #line:0fa00a2 -<> -<> -<> -// <> -<> -<> -<> -->放入收藏夹 #line:067e3eb -<> -//<> - <> + <> + me:佩佩,看到那张海报了么? #line:005434c + <> + <> + peipei: 那是,啊……
那是我装上UF之后画的的第一张广告画。
“护肤机油”。 #line:0d47b90 + me:原来这是UF画的。我就说…
好像从那个时候开始,公司的美术都变得…怪怪的。 #line:06dd03c + peipei: 那是我的错……
我不习惯UF,本来想用笔来画的… #line:05f750d + peipei: 主管最后才发现,把我痛骂了一顿,让我加班改用UF重新画了一张。 #line:0a75b41 + me: 不是说*效率优先*么?重新画…不是更慢吗? #line:0732b8a + peipei: 我也是这么说的,可主管说机体必须按照标准化流程工作。
当时的我,就是怎么也搞不懂…… #line:0424be1 + peipei: 把它气得脸都涨红了,红得像…太阳一样。 #line:0866c17 + <> + me: 这倒是很奇特的比喻。 #line:0fa00a2 + <> + <> + <> + // <> + <> + <> + <> + ->放入收藏夹 #line:067e3eb + <> + //<> +<> <> <> <> @@ -237,7 +240,7 @@ me: 这倒是很奇特的比喻。 #line:0fa00a2 title: Eye_plant -tags: +tags: content no_save colorID: 8 group:视觉检查 position: -1463,-2056 @@ -275,21 +278,21 @@ peipei: 我愧疚了好久,那时的我真的以为小草可以长成一棵树 title: EyeCheckEnd -tags: +tags: content no_save colorID: 3 group:视觉检查 position: -1045,-2332 --- <> -me: 没什么头绪,先看看别的地方吧。 #line:080db61 -<> -<> + me: 没什么头绪,先看看别的地方吧。 #line:080db61 + <> + <> <> <> -me: 这里应该已经彻底检查过了。 #line:02d75ac -<> -<> + me: 这里应该已经彻底检查过了。 #line:02d75ac + <> + <> <> <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage4_记忆检查.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage4_记忆检查.yarn index 0029db660..a7dedcea7 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage4_记忆检查.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage4_记忆检查.yarn @@ -1,5 +1,5 @@ -title: 进入记忆检查 -tags: +title: Stage4 +tags: start colorID: 8 position: -449,-3574 --- @@ -8,7 +8,18 @@ position: -449,-3574 <> <> <> -me: 在记忆模块检索一下刚才收集的打孔带吧。 #line:0eeaaeb +<> +=== + + + + +title: 进入记忆检查 +tags: content +colorID: 8 +position: -449,-3500 +--- +me: 在记忆模块检索一下刚才收集的打孔带吧。 #line:0eeaaeb <> === @@ -16,6 +27,7 @@ me: 在记忆模块检索一下刚才收集的打孔带吧。 #line:0eeaaeb title: 记忆检查状态 +tags: content no_save position: -447,-2777 --- <> @@ -27,6 +39,7 @@ position: -447,-2777 title: 结束记忆检查 +tags: end position: -448,-2349 --- <> @@ -37,11 +50,10 @@ position: -448,-2349 title: 进入记忆 -tags: +tags: content no_save group:记忆 position: -1198,-2353 --- -<> <> me: 把打孔带放进插槽里,读取记忆吧。 #line:0f1f4de me: 这些记忆…一定和视觉里的异常色彩有关系。 #line:0705977 @@ -52,38 +64,40 @@ position: -1198,-2353 title: End_memoryPaly -tags: +tags: content no_save colorID: 3 group:记忆 position: -871,-2773 --- <> - <> - me: 这些记忆和异常色彩的关系……
我好像有点头绪了。 #line:05cbbf6 - <> - me: 果然…这些都是色彩丰富的记忆。 #line:082bb3c - <> - <> - Task: 分析病理与治疗方案 #line:02a3a37 - peipei: 医生…快停下。 #line:001082a - peipei: 我…我的头好痛…… #line:04b5588 - me: 头痛吗……看来这就是病灶没错了。 #line:01fe459 - // peipei: 原型…排异? - <> - <> - <> - <> - <> - <> - <> +<> + me: 这些记忆和异常色彩的关系……
我好像有点头绪了。 #line:05cbbf6 +<> + me: 果然…这些都是色彩丰富的记忆。 #line:082bb3c +<> + <> + Task: 分析病理与治疗方案 #line:02a3a37 + peipei: 医生…快停下。 #line:001082a + peipei: 我…我的头好痛…… #line:04b5588 + me: 头痛吗……看来这就是病灶没错了。 #line:01fe459 + // peipei: 原型…排异? + <> + <> + <> + <> + <> + <> + <> <> + +<> === title: 第一次插入记忆打孔带时 -tags: +tags: content no_save group:记忆 colorID: 3 position: -1203,-2508 @@ -96,7 +110,7 @@ position: -1203,-2508 title: 天空 -tags: +tags: content no_save colorID: 8 group:记忆 position: -1208,-2662 @@ -132,7 +146,7 @@ peipei_child: 医生快看,它现在更像一个飞机啦! #line:016c5d0 title: 海报 -tags: +tags: content no_save colorID: 8 group:记忆 position: -1209,-2820 @@ -164,7 +178,7 @@ unknown: 要是能一直坐在这儿就好了。 #line:035814e title: 植物 -tags: +tags: content no_save colorID: 8 group:记忆 position: -1208,-2974 diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage5_分析.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage5_分析.yarn index 2fb398687..8912ee6c2 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage5_分析.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage5_分析.yarn @@ -1,8 +1,18 @@ -title: 进入分析 -tags: +title: Stage5 +tags: start position: 43,-97 --- <> +<> +=== + + + + +title: 进入分析 +tags: content +position: 43,-97 +--- pp: 病灶? #line:0aa026f <> <> @@ -69,40 +79,13 @@ me: 请不要忘记这点。
我可不想因为“原型泄露 <> <> <> -=== - - - - -// title: 进入分析2 -// tags: -// position: 43,-97 -// --- -// me: “这个记忆的感觉如此真实,就仿佛我刚刚才经历了它”,你有这种感受,没错吧? #line:0cc783f -// pp: 当然…难道,不是吗? #line:081d0c2 -// me: 不。那是你的原型,不是你。你的原型是一个人,而你是一个机器人。 #line:0dfc0dd -// pp: 我不明白。我回忆里的我…不是我? #line:087ffd5 -// me: 每个机体都有独一无二的原型。这些原型让我们产生了思想,让我们脱离了机器。 #line:03f2dde -// me: 但千万不要忘了。我们的本质是机器,而不是人。
忘记自己的身份…后果是很危险的。 #line:05e5266 -// me: 排异的原型会让你看到它想看到的东西,听到它想听到的声音;而这些东西,是和我们被创造的目的相悖的。 #line:0afce36 -// <> -// pp: 你是说,就像我的身体里…还住着另一个我?另一个…不受控制的我? #line:0246469 -// pp: 所以那些颜色…是那个人类佩佩想要看见的…而不是…我? #line:0c4b83f -// me: 可以这么理解。 #line:073b82d -// me: 原型产生了一种“想要看见颜色”的指令…或者说,想要看见颜色的“念头”。 #line:0703faa -// me: 这种“念头”正在把你的视觉模块当作画布,像颜料一样,使用记忆里的色彩来上色。 #line:088714e -// me: 受到了这些异常色彩的干扰,UF也就无法正确地生成颜色了。 #line:0a55fe6 -// pp: 可是我感受不到它啊……颜色就这么…出现了。 #line:0ec506f -// me: 哎。这就是机体的不完美之一。原型……我们只知道它的存在,对于如何控制尚不清楚。 #line:0fe5b98 -// me: 我们只能采取姑息治疗,来缓解这种症状:
“视觉-记忆色彩通路截断术”。 #line:084998f -// me: 截断你的视觉-记忆之间的色彩通路。这样…这些色彩就没办法再传入你的视觉,影响UF工作了。 #line:0b68ea2 -// peipei: …… #line:04cc476 -// === +=== title: 结束分析 +tags: end position: 275,-222 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage6_中间对话.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage6_中间对话.yarn index 1ad743a01..552496832 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage6_中间对话.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage6_中间对话.yarn @@ -1,6 +1,5 @@ -title: 进入术前谈话 -tags: -colorID: 3 +title: Stage6 +tags: start position: 251,-1150 --- <> @@ -9,29 +8,28 @@ position: 251,-1150 <> <> <> + +<> +=== + + + + +title: 进入术前谈话 +tags: content +colorID: 3 +position: 251,-1150 +--- <> <> -//peipei: 所以…那些色彩其实是一种…
而我必须要把它…治好? #line:018475a -//me: 是的…无论如何,只有当这些色彩消失,UF才能恢复正常。 #line:03408f1 <> <> -//<> -//<> -//<> -//<> <> <> peipei: 但是,我没办法…再想象那些颜色了? #line:00830e5 -//me: 是的。 #line:0a9ce6a <> <> -//<> -//<> -//<> -//<> -//<> -//<> <> @@ -119,6 +117,7 @@ me: 我们到治疗室来吧。 #line:086658c title: 结束术前谈话 +tags: end position: 275,-222 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage7_手术.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage7_手术.yarn index 0000255d3..367adfb49 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage7_手术.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage7_手术.yarn @@ -1,12 +1,22 @@ -title: 进入手术 -tags: -colorID: 3 +title: Stage7 +tags: start position: 251,-1150 --- <> <> <> <> +<> +=== + + + + +title: 进入手术 +tags: content +colorID: 3 +position: 251,-1150 +--- <> Task: 执行视觉-记忆桥截断术 #line:0deda99 //<> @@ -17,8 +27,9 @@ me: 开始吧…截断视觉-记忆桥。 #line:03c70f2 // <> === + title: CutLine -tags: +tags: content group:手术相关 position: -273,-66 --- @@ -38,6 +49,7 @@ peipei: 好像……好多了。 #line:0b858ed === title: 结束手术 +tags: end position: 275,-222 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage8_复查.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage8_复查.yarn index a2d2269cb..84cfafc74 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage8_复查.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage8_复查.yarn @@ -1,12 +1,22 @@ -title: 进入复查 -tags: -colorID: 8 +title: Stage8 +tags: start position: 232,717 --- <> - <> +<> <> <> +<> +=== + + + + +title: 进入复查 +tags: content +colorID: 8 +position: 232,717 +--- me: 还没结束…保险起见,我们进视觉复查一下吧。 #line:0f42b46 <> <> @@ -20,7 +30,7 @@ Task: 检查视觉模块 #line:037c944 title: EyeCheckEnd_AfterSurgery -tags: +tags: content no_save colorID: 3 group:视觉检查 position: 251,1116 @@ -34,38 +44,39 @@ me:这里应该已经彻底检查过了。 #line:0bf6303 <> <> - <> - me: 佩佩,再试试。还能看见那些颜色吗? #line:0760658 - <> - <> - peipei: 我… #line:00a5242 - <> - <> - <> - peipei: 这就…没了吗……? #line:027e1da - me: 看起来是的。
不过我们最好重复一次。 #line:001785d - <> - <> - <> - <> - peipei: 真的…没了。 #line:06c02f4 - <> - <> - peipei: 还有点不习惯…看不见颜色的样子。 #line:0d78b16 - <> - <> - peipei: 第一次发现可以这样的时候…
我就应该想到会有这一天。 #line:01219c8 - peipei: 只怪我…我一直不愿意去想罢了。 #line:05f46e1 - <> - <> - me: 好了,总之…
复查结果符合预期,可以结束测试了。 #line:09523f9 - <> - <> - <> - <> - //<> - <> - <> +<> + me: 佩佩,再试试。还能看见那些颜色吗? #line:0760658 + <> + <> + peipei: 我… #line:00a5242 + <> + <> + <> + peipei: 这就…没了吗……? #line:027e1da + me: 看起来是的。
不过我们最好重复一次。 #line:001785d + <> +<> + <> + <> + peipei: 真的…没了。 #line:06c02f4 + <> + <> + peipei: 还有点不习惯…看不见颜色的样子。 #line:0d78b16 + <> + <> + peipei: 第一次发现可以这样的时候…
我就应该想到会有这一天。 #line:01219c8 + peipei: 只怪我…我一直不愿意去想罢了。 #line:05f46e1 + <> + <> + me: 好了,总之…
复查结果符合预期,可以结束测试了。 #line:09523f9 + <> + <> + <> + <> + //<> + <> +<> + <> === @@ -73,104 +84,104 @@ me:这里应该已经彻底检查过了。 #line:0bf6303 title: 复查_检查UF -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: -45,-3043 --- - Linking: 正在建立连接… #line:0a6e78e - <> - UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:07fd83b - <> - ->检查 #line:07ccb0c - <> - Analysing:------ #line:0796ed2 - <> - UfModule: 检查完成!未检测到错误。 #line:0807bca - me: 搞定…报错已经消失了。 #line:0d9c586 - <> - ->结束 #line:064b992 - <> +Linking: 正在建立连接… #line:0a6e78e +<> +UfModule: 已与*UnstableFusion图像生成模块*建立连接! #line:07fd83b +<> +->检查 #line:07ccb0c + <> + Analysing:------ #line:0796ed2 + <> + UfModule: 检查完成!未检测到错误。 #line:0807bca + me: 搞定…报错已经消失了。 #line:0d9c586 <> +->结束 #line:064b992 + <> + <> === title: 复查_检查视觉 -tags: 待编辑 +tags: content colorID: 8 group:插线检查 position: 435,-3043 --- +<> +Linking: 正在建立连接… #line:05084f2 +<> +EyeModule: 已与视觉模块建立连接! #line:0dc8d9d +<> +->检查 #line:0debe39 + <> + Analysing:------ #line:08f0b39 + <> + <> + Error: 检查到1个错误: #line:0c45c22 <> - Linking: 正在建立连接… #line:05084f2 - <> - EyeModule: 已与视觉模块建立连接! #line:0dc8d9d + Error: 未检测到色彩信号! #line:0059fae + Error: 检测到丢失和记忆模块的连接。 #line:0638bb4 <> - ->检查 #line:0debe39 - <> - Analysing:------ #line:08f0b39 - <> - <> - Error: 检查到1个错误: #line:0c45c22 - <> - Error: 未检测到色彩信号! #line:0059fae - Error: 检测到丢失和记忆模块的连接。 #line:0638bb4 - <> - <> - <> - <> - me: 看起来是生效了。
不过,还是深入检查亲眼确认下的好。 #line:08c9f56 - <> - <> - <> - <> - EyeModule:------ #line:0ada365 - EyeModule: 已授权深入检查。 #line:0cbbff3 - ->深入检查 #line:0969298 - <> - ->结束 #line:0aa268c - <> - <> - ->结束 #line:0ec9395 - <> + <> + <> + <> + me: 看起来是生效了。
不过,还是深入检查亲眼确认下的好。 #line:08c9f56 + <> + <> + <> + <> + EyeModule:------ #line:0ada365 + EyeModule: 已授权深入检查。 #line:0cbbff3 + ->深入检查 #line:0969298 + <> + ->结束 #line:0aa268c + <> + <> +->结束 #line:0ec9395 + <> === title: Eye_skyAfterSurgery -tags: +tags: content no_save colorID: 8 group:视觉检查 position: 557,756 --- <> -<> - <> - <> + <> + <> +<> me:我们得试试去观察别的目标。 #line:03b6f4b <> - <> +<> === title: Eye_computerAfterSurgery -tags: +tags: content no_save colorID: 8 group:视觉检查 position: 1228,749 --- me:这里似乎本来也没办法唤起记忆,我们得看看别的地方。 #line:01d7724 - <> +<> === title: Eye_posterAfterSurgery -tags: +tags: content no_save colorID: 8 group:视觉检查 position: 1006,747 @@ -188,7 +199,7 @@ position: 1006,747 title: Eye_plantAfterSurgery -tags: +tags: content no_save colorID: 8 group:视觉检查 position: 780,749 @@ -206,6 +217,7 @@ position: 780,749 title: 结束复查 +tags: end position: 262,1501 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei1/Stage9_结束对话.yarn b/Assets/Yarn/FP/FP_Peipei1/Stage9_结束对话.yarn index f6bce82d0..975a0ee7f 100644 --- a/Assets/Yarn/FP/FP_Peipei1/Stage9_结束对话.yarn +++ b/Assets/Yarn/FP/FP_Peipei1/Stage9_结束对话.yarn @@ -1,6 +1,5 @@ -title: 进入结束对话 -tags: -colorID: 3 +title: Stage9 +tags: start position: 251,-1150 --- <> @@ -10,25 +9,21 @@ position: 251,-1150 <> <> <> + +<> +=== + + + + +title: 进入结束对话 +tags: content +colorID: 3 +position: 251,-1150 +--- + <> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> -//<> + <> <> @@ -131,6 +126,7 @@ me: 但愿这是值得的。 #line:0e8552d title: 结束结束对话 +tags: end no_save position: 275,-222 --- <> diff --git a/Assets/Yarn/FP/FP_Peipei2/Start.yarn b/Assets/Yarn/FP/FP_Peipei2/Start.yarn index 41030523c..982dbb6f4 100644 --- a/Assets/Yarn/FP/FP_Peipei2/Start.yarn +++ b/Assets/Yarn/FP/FP_Peipei2/Start.yarn @@ -102,7 +102,6 @@ position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 -<> <> <> <> diff --git a/Assets/Yarn/FP/FP_Peipei3/Start.yarn b/Assets/Yarn/FP/FP_Peipei3/Start.yarn index 4dd4ac186..69c9e31d1 100644 --- a/Assets/Yarn/FP/FP_Peipei3/Start.yarn +++ b/Assets/Yarn/FP/FP_Peipei3/Start.yarn @@ -85,7 +85,6 @@ position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 -<> <> <> <> diff --git a/Assets/Yarn/FP/FP_Prologue/Center.yarn b/Assets/Yarn/FP/FP_Prologue/Center.yarn index 3e7114f16..34af45ecc 100644 --- a/Assets/Yarn/FP/FP_Prologue/Center.yarn +++ b/Assets/Yarn/FP/FP_Prologue/Center.yarn @@ -54,7 +54,6 @@ position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 -<> <> <> diff --git a/Assets/Yarn/FP/FP_Shitou1/Shitou_Start.yarn b/Assets/Yarn/FP/FP_Shitou1/Shitou_Start.yarn index 4af6c3c57..ed2b8c2ea 100644 --- a/Assets/Yarn/FP/FP_Shitou1/Shitou_Start.yarn +++ b/Assets/Yarn/FP/FP_Shitou1/Shitou_Start.yarn @@ -70,7 +70,6 @@ position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 -<> //gamestage:1-引入对话;2-检查;3-检查后对话;4-调速;5-冷却液处理;6-结束 // 引入对话 diff --git a/Assets/Yarn/FP/FP_Shitou2/FP_Shitou2.yarn b/Assets/Yarn/FP/FP_Shitou2/FP_Shitou2.yarn index 26a73c703..05c72757e 100644 --- a/Assets/Yarn/FP/FP_Shitou2/FP_Shitou2.yarn +++ b/Assets/Yarn/FP/FP_Shitou2/FP_Shitou2.yarn @@ -79,7 +79,6 @@ position: 205,446 colorID: 1 --- // 每次进入维修界面就自动保存 -<> //gamestage:1-引入对话;2-头部检查;3-头部检查后对话;4-刻录;5-结束对话;0-BE对话 // 引入对话 diff --git a/CLAUDE.md b/CLAUDE.md index 926bf07cb..2f771f904 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -30,7 +30,7 @@ Modular framework with Kit-pattern utilities: ### Key Game Systems -- **Game Loop** (Scripts/Game Loop/): `GameManager` (Singleton entry), `StorageSystem` (save + Yarn variables), `SceneLoader`, `ChapterController`, `TalkSceneSO` +- **Game Loop** (Scripts/Game Loop/): `GameManager` (Singleton entry), `YarnVariableStorage` (Yarn variables), `SaveRestoreOrchestrator` / `SaveSystem` (save snapshots), `SceneLoader`, `ChapterController`, `TalkSceneSO` - **Dialog System** (Scripts/Dialog System/): Yarn Spinner integration — `DialogController`, `LineRunner`, `LocalisedLineProvider`, `BaseYarnCommand` - **SceneManagement** (Scripts/SceneManagement/): `ActorKit/`, `AnimatorKit/`, `EnvironmentKit/`, `SpawnerKit/`, `TimelineKit/`, `SceneCenter/`, `DreamDoorSystem` - **UI** (Scripts/UI/): `DialogUI/`, `Panel/`, `Form/`, `Components/`, `Cursor/`, `UIManager` @@ -139,7 +139,7 @@ Modular framework with Kit-pattern utilities: ## Important Notes - Narrative-focused game — dialogue and story take precedence - `FixSystemNew` is the active repair architecture; `FixSystem` is legacy -- `StorageSystem` serves as both save system and Yarn variable storage +- `YarnVariableStorage` holds Yarn runtime variables; save/load flows through `SaveRestoreOrchestrator` and `SaveSystem` ## Reference Documents - [Resource Loading Best Practices](Docs/ResourceLoadingBestPractices.md) — `ResourceSystem` API, Key/Group/Label naming, lifecycle diff --git a/Docs/Yarn维修节点类型规范.md b/Docs/Yarn维修节点类型规范.md new file mode 100644 index 000000000..3df624302 --- /dev/null +++ b/Docs/Yarn维修节点类型规范.md @@ -0,0 +1,469 @@ +# Yarn 维修节点类型规范 + +本规范适用于 `Assets/Yarn/FP/` 下的维修流程脚本,包括: + +- `FP_Huoshan1` +- `FP_Peipei1` / `FP_Peipei2` / `FP_Peipei3` +- `FP_Shitou1` / `FP_Shitou2` +- `FP_Prologue` + +> **注意**:`FP_Day*_sleep` 属于梦境脚本,沿用《Yarn 节点类型规范.md》;`FP_Day*_begin/mid/night` 属于外出/日常脚本,不在本规范范围内。 + +--- + +## 1. 节点类型与跳转权限 + + +| 类型 | 标签 | 职责 | 跳转权限 | 内容限制 | +| ------------- | ------------- | ------------ | ----------------- | ------------------------------------------------------ | +| `start` | `start` | 引擎入口 | 单出口 `<>` | 无叙事文本;负责最小环境初始化,并 `<>` 调用 `init` 后跳转到 `Center` | +| `init` | `init` | 变量声明与初始状态 | 无出口 | 仅 `<>` / `<>` / 全局参数初始化;本身不跳转 | +| `center` | `center` | 阶段调度中枢 | 可多出口 `<>` | 仅按 `$gameStage` 分发,无文本、无选项 | +| `content` | `content` | 阶段内容节点 | 通常单出口 | 可含叙事文本、局部选项、小游戏指令 | +| `performance` | `performance` | 原子化线性演出节点 | 单出口 | timeline、cutscene 等,禁止选项 | +| `event` | `event` | C# 调用的事件响应入口 | 单/多出口 `<>` | 仅轻量路由,禁止大段叙事 | +| `function` | `function` | 纯指令封装 | **禁止 `<>`** | 仅 Command,无文本;命名加 `_Func` 后缀 | +| `end` | `end` | 维修结束/收尾 | 单出口 | 可含少量结束演出,最终必须 `<>` | + + +附加标记(可附加到任何类型): + +- `deprecated`:已废弃节点,运行时不可达。 +- `wip`:待编辑/占位节点,运行时不可达。 +- `no_save`:该节点**不可作为保存边界**。即使节点类型通常允许保存(如 `content`),附加此标签也表示此处不应触发保存。 +- **瞬跳节点**:见 [§8 瞬跳节点与存档边界](#8-瞬跳节点与存档边界)。所有瞬跳节点均不可作为保存边界。 + +--- + +## 2. 命名规则 + + +| 类型 | 命名示例 | 规则 | +| ------------- | ------------------------------------------------------------ | ----------------------------------------------------- | +| `start` | `Start` | 固定命名,首字母大写 | +| `init` | `VarsInit`、`数据初始化` | 建议统一为 `VarsInit`;如项目已有 `数据初始化`,可保留但同一 project 内保持一致 | +| `center` | `Center` | 固定命名,每个维修 Yarn project 一个 | +| `content` | `Stage1`、`开头对话`、`检查情绪`、`旋钮调节` | 阶段入口建议用 `StageN`;阶段内子节点用中文动宾/名词短语 | +| `performance` | `地铁到站演出`、`手术动画`、`滤波器启动动画` | 中文描述性名称,明确表达演出内容 | +| `event` | `EmoPlugIn`、`IntoEyeView`、`OnSalesTurnComplete` | 用 `OnXxx` 或模块名 + 事件名,表达触发来源 | +| `function` | `Wave_Show_Func`、`Wave_Hide_Func`、`Module_HighlightOff_Func` | `领域_动作_Func` 或 `模块_动作_Func`,PascalCase;必须带 `_Func` 后缀 | +| `end` | `End`、`Stage8_End` | 统一用 `End` 或带阶段前缀的结束名 | + + +--- + +## 3. 各类型详细规范 + +### 3.1 start 节点 + +Yarn Spinner 默认从名为 `Start` 的节点开始运行。它不属于任何功能类型,职责仅是启动流程。 + +```yarn +title: Start +tags: start +--- +<> +<> +<> + +<> +<> +=== +``` + +**约束清单:** + +- 整个项目的开始阶段固定命名为 `Start`,标签 `start`。 +- 单个yarn脚本的开始阶段不能命名为`Start`,但标签为`start`。 +- 不写叙事文本、不声明变量、不含选项。 +- 仅做最小必要的环境初始化。 + +--- + +### 3.2 init 节点 + +集中声明维修流程所需变量,并设置初始全局参数。与梦境规范中的 `InitParams` 属于同一类型,只是节点名可按项目习惯选择 `VarsInit` 或 `数据初始化`。 + +`init` 节点本身**不包含任何跳转出口**,由 `Start` 节点通过 `<>` 调用;执行完毕后控制流自动返回 `Start`,再由 `Start` 统一跳转到 `Center`。 + +```yarn +title: VarsInit +tags: init +--- +// 流程阶段 +<> + +// 模块检查标记 +<> +<> +<> + +// 小游戏相关状态 +<> +<> +=== +``` + +**约束清单:** + +- 标签 `init`,固定命名为 `VarsInit`(或统一使用 `数据初始化`)。 +- 仅包含 `<>`、`<>`、`<>` 等初始化指令。 +- 禁止叙事文本、选项和任何 `<>`。 +- 同一 project 内,`init` 节点的命名必须一致。 + +--- + +### 3.3 center 节点 + +唯一拥有多出口跳转权的节点,负责按 `$gameStage` 进行阶段调度。 + +```yarn +title: Center +tags: center +--- +// Stage1: 诊室开场 +// Stage2: 后脑检查 +// Stage3: 滤波器深入 +// ... + +<> + <> +<> + <> +<> + <> +<> + <> +<> +=== +``` + +**约束清单:** + +- 标签 `center`,固定命名为 `Center`。 +- 仅按 `$gameStage` 做 `if` 分发,不写叙事文本、不含选项。 +- 维修终止条件统一在此处理(如 `$gameStage == 999` 时跳转到 `end`)。 +- 是同一 project 内**唯一**应该读取 `$gameStage` 的节点。 +- **瞬跳节点**:`Center` 只做阶段分发,进入后立刻 `<>` 到 `StageN` 等目标,不向玩家停留;**不得作为存档边界**(tag 上已属禁止保存类型,编写时勿把可存逻辑写在此节点)。 + +--- + +### 3.4 content 节点 + +维修流程的核心单元,承载阶段中的实际内容:叙事、选项、小游戏指令等。 + +```yarn +title: Stage1 +tags: content +--- +<> +<> +<> +<> +=== +``` + +```yarn +title: 开头对话 +tags: content +--- +hs: 医——生——! #line:0bade9e + +<> +<> + +// ... 叙事与演出 ... + +<> +<> +=== +``` + +**约束清单:** + +- 标签 `content`。 +- 阶段入口节点建议命名为 `StageN`;阶段内子节点用中文描述性名称。 +- 阶段末尾通常做两件事:设置 `$gameStage`、跳回 `Center`。 +- 允许内部嵌套局部选项,但选项应服务于当前阶段内容,不做跨阶段跳转。 +- 不应读取 `$gameStage` 做复杂分发(这是 `center` 的职责)。 +- **瞬跳 content**:若节点内无台词、无选项、进入后仅做 `<>` / 条件判断并立刻 `<>`(如 `UF检查状态`),属于瞬跳节点,须附加 `no_save`,不得依赖默认的 content 可存语义。详见 [§8](#8-瞬跳节点与存档边界)。 + +--- + +### 3.5 performance 节点 + +原子化线性演出节点,用于 timeline、cutscene 等必须完整播放的演出。 + +```yarn +title: 地铁到站演出 +tags: performance +--- +<> +<> +<> +<> +=== +``` + +**约束清单:** + +- 标签 `performance`。 +- **禁止分支选项**,必须单出口。 +- **禁止叙事文本、角色台词与旁白**; +- 保存点只能出现在 `performance` 节点的**开始之前**或**结束之后**,节点内部不允许保存。 +- 仅包含 timeline 播放、镜头运动、动画演出等线性指令。 + +--- + +### 3.6 event 节点 + +由 C# 代码调用的事件响应入口,负责把外部游戏事件映射到对应阶段节点。 + +```yarn +title: EmoPlugIn +tags: event +--- +<> +=== +``` + +```yarn +title: OnSalesTurnComplete +tags: event +--- +<> + <> +<> + <> +<> + <> +<> +=== +``` + +**约束清单:** + +- 标签 `event`。 +- 节点标题应表达触发来源,建议使用 `OnXxx` 或「模块 + 事件」形式。 +- 允许根据 `$gameStage` 或少量状态变量做轻量 `if` 分发。 +- **禁止大段对话、旁白、演出文本**。 +- 不应成为玩家直接阅读的内容节点。 + +--- + +### 3.7 function 节点 + +纯指令封装,零文本、零跳转,用于复用一组命令。与梦境规范的 `function` 保持一致,命名加 `_Func` 后缀。 + +```yarn +title: Wave_Show_Func +tags: function +--- +<> +<> +=== +``` + +```yarn +title: Wave_Hide_Func +tags: function +--- +<> +=== +``` + +**约束清单:** + +- 标签 `function`。 +- 命名必须带 `_Func` 后缀。 +- **禁止任何叙事文本、对话、选项**。 +- **禁止任何 `<>`**。 +- 仅包含演出或小游戏相关的 Command。 + +--- + +### 3.8 end 节点 + +维修流程的收尾节点,负责结束当前脚本。 + +```yarn +title: End +tags: end +--- +<> +<> + +me: 今天就到这里吧。 #line:xxxxxxxx + +<> +<> +<> +=== +``` + +**约束清单:** + +- 标签 `end`,建议同时附加 `no_save`:维修流程已结束,控制权即将交还 C#,通常不应作为保存边界。 +- 可含少量结束演出与收尾对话。 +- 可能跳回center,也可能进入<> +- 不要在一个维修脚本里设置多个 `end` 节点,除非剧情明确需要分支结局。 + +--- + +## 4. 控制流图 + +``` +Start ──<>──> VarsInit / 数据初始化 + │ │ + │ │(自动返回 Start) + │ ▼ + │ Start + │ │ + ▼ │ +Center ◀─────────────────────┘ + │ + ├──<>──> Stage1(content/performance 入口) + │ │ + │ ├── content 子节点 ── ... + │ │ + │ ├── performance 子节点 ──<>──> content 或 end + │ │ + │ └── <> ──> <> + │ + ├──<>──> End ──<> + │ + └── C# 调用 ──> event 节点 ──<>──> content 子流程 +``` + +--- + +## 5. `$gameStage` 使用规范 + +- `$gameStage` 是 `center` 节点的调度主键。 +- 类型可以为 `int` 或 `string`,但**同一 Yarn project 内必须保持一致**。 +- 只有 `center` 节点读取 `$gameStage`。 +- `content` 节点在末尾写入 `$gameStage`,然后跳回 `center`。 +- 终止值(如 `999` 或 `"流程结束"`)统一在 `center` 中处理。 + +--- + +## 6. 快速检查表 + + +| 检查项 | start | init | center | content | performance | event | function | end | +| ------------------ | ----- | ---- | ------ | ------- | ------------------------ | ------------------- | -------- | ----------------- | +| 是否包含叙事文本? | 禁止 | 禁止 | 禁止 | 允许 | 禁止 | 禁止 | 禁止 | 允许(少量) | +| 是否包含选项? | 禁止 | 禁止 | 禁止 | 允许 | 禁止 | 禁止 | 禁止 | 禁止 | +| 是否有 `<>`? | 仅一个出口 | 禁止 | 可多出口 | 通常一个出口 | 单出口 | 可有 | 禁止 | 最终 `<>` | +| 是否修改 `$gameStage`? | 禁止 | 可初始化 | 禁止 | 允许 | 禁止 | 尽量避免 | 禁止 | 禁止 | +| 是否被 C# 调用? | 否 | 否 | 否 | 否 | 否 | 是 | 否 | 否 | +| 是否可作为保存边界? | 否 | 否 | 否(瞬跳) | 是(**瞬跳 content 除外**,须 `no_save`) | 仅开头/结尾(节点本身建议 `no_save`) | 否(可附加 `no_save` 强调) | 否 | 否(建议 `no_save`) | + + +--- + +## 7. 附加标记 + +- `deprecated`:已废弃节点,运行时不可达。 +- `wip`:待编辑/占位节点,运行时不可达。 +- `no_save`:该节点不可作为保存边界,运行时经过此处不应触发保存。 + +### 7.1 `no_save` 使用场景 + +`no_save` 用于显式声明某节点处**不允许保存**,常用于以下情况: + +- `end` 节点:维修流程已结束,控制权即将交还 C#,通常附加 `no_save`。 +- `performance` 节点:演出期间不能保存,建议在 `tags:` 中附加 `no_save`。 +- 关键 `event` 节点:事件路由节点通常不保存,可附加 `no_save` 强调。 +- **瞬跳 `content` 节点**:无玩家可感知停留、进入后立即跳转的路由/状态检查节点(如 `UF检查状态`),必须附加 `no_save`。完整定义与排查清单见 [§8](#8-瞬跳节点与存档边界)。 +- 特殊 `content` 节点:极少数剧情上明确不希望保存的 `content` 节点,可附加 `no_save` 覆盖默认可保存语义。 + +任何活跃节点不得 `<>` 到 `deprecated` / `wip` 节点,也不得在标记为 `no_save` 的节点处触发 **OnNodeStart 自动保存**。 + +### 7.2 Yarn 显式存档 `<>` + +用于节点末尾、状态已就位、即将进入无对话 / 纯 C# 交互阶段时的**显式存盘点**(`OnNodeStart` 无法覆盖的场景)。 + +```yarn +<> +<> +<> +<> +<> +``` + +约定: + +- **插入位置**:所有需要进快照的状态命令之后;`<>` / `<>` / `load_scene` **之前**(顺序即快照内容)。 +- **anchor**:默认 omit(读档不重进 Yarn);依赖 sections 还原画面与玩法状态。 +- **判定**:绕过 tag / `no_save`;读档中、暂停、SuppressAutoSave 仍拒绝。 +- **async 命令**:`change_actor_state_async` 等未等待的命令之后立刻 `<>` 可能 capture 未完成态,save 前应 `<>` 或使用同步命令。 + +与 `no_save`:`no_save` 禁止的是 **OnNodeStart 自动存**;节点末尾仍可写 `<>` 表达作者意图。 + +--- + +## 8. 瞬跳节点与存档边界 + +### 8.1 定义 + +**瞬跳节点**:进入后**不向玩家展示可感知内容**(无台词、无选项、无需要玩家推进的对话行),在同一轮 Yarn 执行中**很快**通过 `<>` 离开,或仅承担路由 / 变量写入 / 阶段切换的节点。 + +典型特征(满足多数即可视为瞬跳): + +- 节点体无角色台词、无 `->` 选项; +- 仅有 `<>` + `<>` + `<>`,或少量 `<>` 后立即跳转; +- 玩家不会在屏幕上「停」在这个节点完成一次交互。 + +### 8.2 与存档的关系 + +**所有瞬跳节点均不得作为存档边界。** 原因: + +1. **语义**:存档点应对应玩家能感知的进度位置;瞬跳节点只是控制流中转,不是叙事/玩法上的「停点」。 +2. **实现**:瞬跳节点常在同一帧内连跳(如 `content` → `end` → `Center` → `start`);若在瞬跳节点触发保存,锚点容易漂移或落到 `start` / `center` 等错误节点(参见 `UF检查状态` → `Stage3` 一类问题)。 + +### 8.3 按 tag 的默认策略 + +| 类型 | 是否瞬跳 | 是否可存 | 说明 | +| ---- | -------- | -------- | ---- | +| `start` | 是 | 否 | tag 已禁止 | +| `init` | 是 | 否 | tag 已禁止 | +| **`center`** | **是** | **否** | **阶段调度,仅分发 `<>`;编写与排查时明确视为瞬跳** | +| `function` | 是 | 否 | tag 已禁止 | +| `event` | 多为瞬跳 | 否 | tag 已禁止;路由型 event 一律不可存 | +| `end` | 多为瞬跳 | 否 | 建议 `end no_save` | +| `performance` | 否(演出中) | 否 | 节点本身不可存;边界在演出前后 | +| **`content`** | **视内容而定** | **仅非瞬跳 content 可存** | 有台词/选项/玩家停留 → 可存;纯路由 → **须 `no_save`** | + +### 8.4 维修脚本中的常见瞬跳 content(待排查) + +以下模式在现有脚本中已出现或容易出现,**应加 `no_save` 或改写为不可触发的保存路径**(全项目逐步排查,非一次性改完): + +- `*检查状态`、`*状态`:条件满足后立刻 `<>` 到结束/下一阶段(如 `UF检查状态`、`视觉检查状态` 在 `$isFinished*==true` 分支); +- 阶段 `StageN` 入口若 tag 为 `start`:已禁止,勿改为 `content` 除非有真实停点; +- 任何「只写 `$gameStage` 并跳 `Center` / `结束*`」的短节点。 + +### 8.5 编写与审查 checklist + +- [ ] 该节点玩家是否会看到对话或做出选择?若否 → 瞬跳 → **不可存**,加 `no_save`。 +- [ ] 是否为 `Center` 或等价调度节点?→ **不可存**。 +- [ ] 进入后是否在**同一轮控制流**内连跳多个节点?→ 链上所有节点都不应单独成为存档边界;可存点应落在链**之后**第一个玩家会停住的 `content` 上。 +- [ ] 新加 `content` 节点时,默认「可存」;仅当确认有玩家停点时才省略 `no_save`。 + +> **TODO(脚本排查)**:对 `Assets/Yarn/FP/` 下各 project 扫描瞬跳 `content` 节点,补 `no_save` 或调整跳转结构。优先级可参考存档验证工具中误报节点(如 Peipei `UF检查状态`)。 + +--- + +## 9. 设计原则 + +- `**start` 负责启动**:最小初始化 + `<>` 调用 `init` + 唯一 `<>` 到 `Center`。 +- `**init` 负责配置**:所有变量声明集中管理;无跳转出口,执行完毕后返回 `Start`。 +- `**center` 负责调度**:打开 `center` 即可一览整个维修流程阶段;**瞬跳、不可存**。 +- `**content` 负责内容**:阶段之间的叙事、选项、小游戏交互隔离,便于单独调整。 +- `**performance` 负责原子化演出**:timeline、cutscene 等必须完整播放,保存边界清晰。 +- `**event` 负责桥接**:把 C# 事件翻译成 Yarn 内部跳转,不掺杂叙事。 +- `**function` 负责复用指令**:零文本零跳转,`_Func` 后缀与梦境规范保持一致。 +- `**end` 负责收尾**:统一出口,统一 `<>`。 + +--- + diff --git a/Docs/Yarn节点类型规范.md b/Docs/Yarn节点类型规范.md index 201d5e304..0eb3df2c7 100644 --- a/Docs/Yarn节点类型规范.md +++ b/Docs/Yarn节点类型规范.md @@ -5,6 +5,8 @@ | 标签 | 职责 | 跳转权限 | 内容限制 | | ---------- | ---- | ----------------------- | ---------------------- | +| `start` | 引擎入口 | **仅单出口 `<>`** | 无叙事文本,仅初始化与跳转 | +| `init` | 变量初始化 | **禁止 `<>`** | 仅 `<>` / `<>` | | `hub` | 导航中枢 | **可 `<>` 多个节点** | 仅选项骨架,无叙事文本 | | `linear` | 线性演出 | **仅可 `<>` 到一个节点** | 可有叙事文本和演出指令 | | `detour` | 内容片段 | **禁止 `<>`** | 可有叙事文本、画面指令、局部选项 | @@ -18,13 +20,13 @@ | 节点标签 | 命名示例 | 规则 | | ----------------- | ----------------------- | ----------------- | +| `start` | `Start` | **固定命名,固定标签 `start`** | +| `init` | `InitParams` | **无后缀**;仅 declare | | `hub` | `教室`、`天台`、`走廊` | 场景名或状态名 | | `linear` | `海边`、`开场动画` | 事件名或过场名 | | `detour` | `观察`、`趴回去再睡会`、`女孩` | 中文动宾/名词短语 | | `function`(只读) | `展示山_Func` | **`_Func` 后缀**;不修改 `$` 变量 | | `function`(写入) | `捡起矢车菊_Set` | **`_Set` 后缀**;会修改 `$` 变量 | -| `function`(初始化特例) | `InitParams` | **无后缀**;仅 declare | -| `Start`(引擎入口特例) | `Start` | **固定命名,不属于四类标签** | --- @@ -33,10 +35,11 @@ ### 3.0 Start 节点(引擎入口) -Yarn Spinner 默认从名为 `Start` 的节点开始运行。它**不属于** hub / linear / detour / function 四类,**不加**上述 `tags`,职责仅是启动流程,不写叙事。 +Yarn Spinner 默认从名为 `Start` 的节点开始运行。它属于独立的 `start` 类型,**固定标签 `start`**,职责仅是启动流程,不写叙事。 ```yarn title: Start +tags: start --- <> <> @@ -46,8 +49,9 @@ title: Start **约束清单:** - **固定命名**:节点 title 必须为 `Start` -- **极简**:仅初始化 + 跳转到首个 linear(或首个 hub);不写 ``、对话、选项 -- **InitParams**:通过 `<>` 调用;变量声明集中在 `InitParams` function 节点,不散落在 Start +- **固定标签**:`tags: start` +- **极简**:仅初始化 + 跳转到首个 init(如 `InitParams`)及首个 linear(或首个 hub);不写 ``、对话、选项 +- **InitParams**:通过 `<>` 调用;变量声明集中在 `InitParams` init 节点,不散落在 Start - **唯一出口**:末尾仅一个 `<>`,指向正式剧情入口(通常为 linear) 叙事、演出、分支选项一律放在 `Start` 之后的首个 linear(如 `开场`)及后续节点中。 @@ -154,7 +158,6 @@ tags: detour | ---- | ---- | ------------- | | `_Func` | 只读:根据当前变量输出演出 | 禁止 | | `_Set` | 写入:变更进度/状态(可含演出指令) | 允许 | -| 无后缀 | `InitParams`:全局变量声明 | 仅 `<>` | `set_global_param`(场景、音量等展示上下文)不计入「修改 `$` 变量」。 @@ -190,13 +193,23 @@ tags: function === ``` -**特例:InitParams** +**约束清单:** -`InitParams` 的职责是全局变量声明与初始值设定,属于项目启动时的根级配置,不加 `_Func` / `_Set` 后缀。 +- **零文字**:禁止任何对话、旁白、选项文字 +- **零跳转**:禁止任何 `<>` +- **纯 Command**:仅 `<>`、`<>`、`<>`、`<>` 等指令 +- **后缀语义**:`_Func` 禁止 `<>` / `<>`;`_Set` 必须含至少一处 `$` 变量写入 +- **标签大写**:`tags: function`(首字母大写) + +--- + +### 3.5 init 节点 + +变量声明与初始值设定的独立类型。`InitParams` 属于项目启动时的根级配置,统一使用 `tags: init`。 ```yarn title: InitParams -tags: function +tags: init --- <> <> @@ -208,9 +221,9 @@ tags: function - **零文字**:禁止任何对话、旁白、选项文字 - **零跳转**:禁止任何 `<>` -- **纯 Command**:仅 `<>`、`<>`、`<>`、`<>`、`<>` 等指令 -- **后缀语义**:`_Func` 禁止 `<>` / `<>`;`_Set` 必须含至少一处 `$` 变量写入 -- **标签大写**:`tags: function`(首字母大写) +- **纯声明**:仅 `<>`、`<>`(初始值)、`<>` +- **集中管理**:所有全局变量声明集中在 `InitParams` init 节点,不散落在 `Start` 或其他节点 +- **标签小写**:`tags: init` --- @@ -248,6 +261,10 @@ linear(如:开场)──>> hub / linear / NextYarn │function │ 被 hub/detour/linear 通过 <> 调用 │(零文本) │ └─────────┘ + +┌─────────┐ +│ init │ 被 Start 通过 <> 调用,仅 declare / set +└─────────┘ ``` --- @@ -255,20 +272,21 @@ linear(如:开场)──>> hub / linear / NextYarn ## 5. 快速检查表 -| 检查项 | Start | hub | linear | detour | function | -| --------------- | ----- | ----- | -------- | -------- | ---------------------- | -| 是否包含选项骨架? | 禁止 | 必须 | 禁止 | 仅局部 | 禁止 | -| 是否包含叙事文本? | 禁止 | 禁止 | 允许 | 允许 | **禁止** | -| 是否有 `<>`? | 仅一个出口 | 允许多出口 | 仅一个出口 | **禁止** | **禁止** | -| 后缀是否正确? | - | - | - | - | **`_Func` / `_Set`,InitParams 无后缀** | -| 标签是否正确? | 无 tags | `hub` | `linear` | `detour` | `function` | +| 检查项 | start | init | hub | linear | detour | function | +| --------------- | ----- | ----- | ----- | -------- | -------- | ---------------------- | +| 是否包含选项骨架? | 禁止 | 禁止 | 必须 | 禁止 | 仅局部 | 禁止 | +| 是否包含叙事文本? | 禁止 | 禁止 | 禁止 | 允许 | 允许 | **禁止** | +| 是否有 `<>`? | 仅一个出口 | 禁止 | 允许多出口 | 仅一个出口 | **禁止** | **禁止** | +| 后缀是否正确? | - | 无后缀 | - | - | - | **`_Func` / `_Set`** | +| 标签是否正确? | `start` | `init` | `hub` | `linear` | `detour` | `function` | --- ## 6. 设计原则 -- **Start 负责启动**:InitParams + 跳转入口,与叙事彻底分离 +- **Start 负责启动**:`tags: start`,跳转入口,与叙事彻底分离 +- **init 负责变量初始化**:`InitParams` 集中声明,不散落在 Start - **hub 负责路由**:打开任意 hub 即可一览场景结构,无需滚屏 - **linear 负责推进**:无分支过场,单向流动 - **detour 负责填充**:内容抽离后可被多处复用,修改不影响整体结构 diff --git a/Docs/存档系统设计方案.md b/Docs/存档系统设计方案.md new file mode 100644 index 000000000..a9ad32683 --- /dev/null +++ b/Docs/存档系统设计方案.md @@ -0,0 +1,279 @@ +# 存档系统设计方案 + +> 本文档为**实现层**设计文档,承接 [存档系统需求](存档系统需求.md)。 +> 记录拆分方案、各部分实现思路,以及已确定的关键决策。需求未定项见文末 TODO。 + +## 〇. 文档状态 + +- 需求来源:`Docs/存档系统需求.md` + +- 当前阶段:**P1 快照层、P2 槽位/落盘基础版、P3 可存点判定基础版、P4 读档编排基础版已落地**。原 `StorageSystem` 已重命名为 `YarnVariableStorage` 并完成职责拆分;FixStateMachine 接口与 DTO 已接入;自动档 / 手动档槽位、sidecar、缩略图、原子写、latest_slot 与 P1 测试档迁移已接入;Yarn `onNodeStart` 已触发自动存档判定与写盘;读档已切换为 Provider sync/async 契约 + Phase/Barrier 编排。 +- 最近更新:2026-06-24(废弃 `deepRepair` 段与 `IData`/`DataContainer`;维修子模块统一经 sections Provider;Legacy 旧档仅迁移 Yarn 变量)。 + +--- + +## 一. 前提:旧实现的三档归类 + +需求§一明确:新方案**不沿用**旧实现的**恢复锚点、存档文件组织**等不可靠部分;旧系统中**仍可靠的底层能力**在后续实现阶段**再评估复用**。据此分三档: + +| 档别 | 含义 | 内容 | +| --- | --- | --- | +| **A. 废弃 / 重做** | 被点名的不可靠部分,不沿用旧做法 | 恢复锚点;存档文件组织;依附其上的「无条件写盘触发」 | +| **B. 候选,待评估复用** | 旧系统中仍可靠的底层能力,到对应阶段再决定是否复用 | Yarn 变量存取能力(`IData`/`DataContainer` 已废弃) | +| **C. 全新构建** | 旧系统无对应实现 | 快照模型、槽位/落盘、可存点判定、复原编排、存读档 UI、横切项 | + +> B 类只是「候选」,不作为既定地基;是否复用、复用多少,在 P1/P5 设计时单独决策。 + +--- + +## 二. 关键决策记录 + +| 编号 | 决策 | 取值 | 影响 | +| --- | --- | --- | --- | +| D1 | 表现类复原方式 | **逐项还原** | P1 快照内容、P4 复原方式 | +| D1.1 | Timeline 等时间序列项的复原粒度 | 复原到**结尾(或开头)状态**即可,**不**按时间轴逐帧复原 | P1/P4 | +| D2 | 自动档策略 | **单覆盖**(始终保留一份,新档覆盖旧档) | P2 | +| D3 | 槽位界面是否截图 | **需要截图** | P0/P2 | +| D4 | 「继续游戏」指向 | **最近保存的存档**(自动 / 手动中时间最新的一份) | P6 | +| D5 | 新游戏与既有档关系 | **覆盖自动存档,不影响其他(手动)存档** | P6 | +| D6 | 读档还原编排 | **Phase + Barrier**:少数异步边界 `yield`,其余同步批量还原 | P4 编排、`ISnapshotProvider` 契约 | +| D7 | 维修子模块存取 | **统一 `sections` + Provider**,不单独设 `deepRepair` 根字段 | P1 快照结构、新增维修模块方式 | + +### 决策展开 + +- **D1 逐项还原**:表现类(角色动画、环境、Timeline、UI 遮罩等)在读档时由快照中记录的状态逐项恢复,而非「重进节点重演」。 + +- **D1.1 时间序列粒度**:Timeline 等只需复原到终态或初态,不记录播放进度。 + +- **D6 Phase + Barrier**:读档不是「每个 Provider 串行 `yield return` 的协程链」。编排层按阶段推进,仅在**必须等待**的边界上挂起(场景加载、锚点重进、P4 淡入淡出、部分 async Provider 还原);同阶段内的 sync 还原应连续调用,不必逐步 yield。详见 §4.1。 + +- **D7 统一 sections**:BlockPuzzle / Memory / Cutting 等维修子模块与 env / actor / fix 一样,各建 DTO + Provider 写入 `sections`,用 `RestoreOrder` 表达还原顺序。不再维护独立的 `SaveSnapshot.deepRepair` 段或 `DeepRepairSavePolicy`。 + +- **D2~D5**:见上表;P2/P6 实现时使用。 + +--- + +## 三. 两个被点名不可靠点的全新设计(A 档) + +### 1. 恢复锚点(全新) + +- **锚点定义**:YarnProject 标识 + 节点名 + 进入该节点那一刻的宏观阶段。 + +- **落点时机**:P3 可存点判定通过后(当前代码由 `DialogController.OnNodeStart` 传入触发节点名,`SnapshotCapture` 以该节点作为 anchor)。 + +- **瞬跳节点(规范层,待脚本排查 + 实现补强)**:凡进入后不向玩家停留、仅作路由/阶段切换的节点,均不得作为存档边界。维修流程中 **`center` 明确属于瞬跳**;`start` / `init` / `event` / `end` 等 tag 已在 `SavePointEvaluator` 黑名单。部分 **`content` 瞬跳节点**(如 `UF检查状态`)须 Yarn 侧标 `no_save`,详见 [Yarn 维修节点类型规范 §8](Yarn维修节点类型规范.md#8-瞬跳节点与存档边界)。另:若判定通过后在 settle 帧内 Yarn 已连跳,锚点 nodeName 可能漂移——属实现层已知问题,与瞬跳规范一并处理。 + +- **重入方式**:读档后 `SnapshotRestore.RestoreAnchor` → `StartDialogue(节点名)`。 + +### 2. 存档文件组织(全新) + +- 槽位制、sidecar、原子写、截图缩略图——**P2 基础实现已落地**,统一由 `SlotManager` / `SlotDirectory` 写入 `persistentDataPath/AllOurBrokenParts/saves/slot_x/`。Steam 云存档目前仅保留 `CloudSaveManager` / `ICloudSaveBackend` 扩展点,尚未接真实平台后端。 + +--- + +## 四. 代码架构:职责拆分(已实现) + +旧 `StorageSystem`(现 `YarnVariableStorage`)曾同时承担 Yarn 变量、深度维修容器、快照 I/O、读档编排,现已拆成以下类。**禁止再往 `YarnVariableStorage` 上堆存档逻辑。** + +``` + ┌─────────────────────┐ + │ YarnVariableStorage │ Yarn 运行时变量(VariableStorageBehaviour) + └──────────┬──────────┘ + │ GetAllVariables / SetAllVariables + ┌──────────▼──────────┐ + │ SnapshotService │ Capture() / Restore() — 纯内存快照 + └──────────┬──────────┘ + ┌───────────────────┼───────────────────┐ + │ │ │ +┌──────────▼─────────┐ ┌───────▼────────┐ +│ SnapshotPersistence │ │ ISnapshotProvider × N │ +│ 文件读写(P2 接管) │ │ env/actor/fix/… │ +└──────────┬─────────┘ └──────────────────────┘ + │ +┌──────────▼─────────────────┐ +│ SaveRestoreOrchestrator │ 存读档流程:UI 反馈、落盘、还原、旧档兼容 +└────────────────────────────┘ +``` + +| 类 | 路径 | 职责 | +| --- | --- | --- | +| `YarnVariableStorage` | `Game Loop/YarnVariableStorage.cs` | 仅 Yarn `$` / `$global_` 变量读写 | +| `SnapshotService` | `SaveSystem/SnapshotService.cs` | `Capture()` / `Restore()`,不涉及文件 | +| `SnapshotPersistence` | `SaveSystem/SnapshotPersistence.cs` | JSON 序列化 / 反序列化;P1 测试路径兼容;旧档格式检测 | +| `SlotManager` / `SlotDirectory` | `SaveSystem/SlotManager.cs` / `SaveSystem/SlotFileSystem.cs` | P2 槽位业务、sidecar、缩略图、latest_slot、原子写、P1 测试档迁移 | +| `SaveRestoreOrchestrator` | `SaveSystem/SaveRestoreOrchestrator.cs` | `AutoSaveRoutine()` / `CreateManualSlot()` / `RestoreFromSlot()` / `RestoreFromFile()`;保存 UI;legacy 分支 | +| `SnapshotCapture` / `SnapshotRestore` | `SaveSystem/` | 快照组装与逐项 provider 还原 | +| `SnapshotSerializer` | `SaveSystem/` | schemaVersion、稳定 SaveId key | +| `SnapshotRegistry` + `Providers/*` | `SaveSystem/` | 表现层 + 维修子模块 Provider(env / actor / fix / bodyModule …) | + +### 调用约定 + +| 场景 | 入口 | +| --- | --- | +| Yarn `onNodeStart` 自动存档 | `SavePointEvaluator.CanAutoSave()` → `SaveRestoreOrchestrator.AutoSaveRoutine(nodeName)` | +| 手动存档 | `SaveRestoreOrchestrator.CreateManualSlot(slotIndex)`(复制最近自动档) | +| 槽位读档 | `SaveRestoreOrchestrator.RestoreFromSlot(slotIndex)` | +| 文件读档(旧档 / 调试) | `SaveRestoreOrchestrator.RestoreFromFile(path)` | +| 仅捕获内存快照 | `SnapshotService.Capture()` | +| Yarn 变量 | `YarnVariableStorage.Instance.SetValue / TryGetValue` | + +### P1 测试落盘路径 + +`persistentDataPath/AllOurBrokenParts/snapshot_test/latest_snapshot.json`(`ConstRef.SnapshotTestPath`) + +### 4.1 读档还原编排与 Provider 契约(重要) + +> **勿将 P1 代码形态当作终态架构。** 当前 `ISnapshotProvider.Restore` 统一返回 `IEnumerator`,且 `SnapshotRestore` 对每个 Provider 做 `yield return`,这是受旧 `IData.Load()` 影响的**临时 scaffolding**,容易误导后续 P4/P5 规划。本节描述终态模型;P4 实施前应据此 refactor 编排层与 Provider 契约。 + +#### 终态模型:Phase + Barrier,而非协程链 + +读档还原由 `SnapshotRestore` / `SaveRestoreOrchestrator`(P4 扩展)按**阶段**编排,阶段之间用 **Barrier(必须等完再继续)** 分隔: + +``` +Phase 0 同步预备 + └─ Yarn 变量 SetAllVariables + │ +Phase 1 Barrier(异步) + └─ 场景加载(Addressables LoadSceneAsync) + │ +Phase 2 同步批量还原(同帧连续调用,不逐步 yield) + └─ macro / env / actor / audio / timeline / fix / screen … + │ +Phase 2′ 可选 Barrier(异步,按需) + └─ Timeline Addressable 加载、其他须上报的 async 还原 + │ +Phase 3 Barrier(异步) + └─ RestoreAnchor(Stop + StartDialogue) + │ +Phase 4 Barrier(P4:淡入淡出等演出时序) + └─ 黑屏 / Loading / FadeIn … +``` + +- **Barrier**:该步完成前不进入下一阶段(如场景未加载完不还原 actor;Yarn 未 LoadDialog 不 StartDialogue)。 +- **同步批量**:Phase 2 内各子系统在主线程上连续调用即可,**不需要** Provider 之间逐步 `yield return`;这与 D1「逐项还原」不矛盾——「逐项」指各子系统各自写回状态,不是指每步之间必须挂起协程。 +- **并行**:Unity 主线程上不做多线程并行;此处「不必串行 yield」指**不必为 sync 还原逐步挂协程**,而非 CPU 多线程并行。 + +#### 哪些步骤属于 Barrier(异步边界) + +| 步骤 | 是否 Barrier | 说明 | +| --- | --- | --- | +| Yarn 变量 | 否(Phase 0 sync) | `SetAllVariables` | +| 场景加载 | **是** | 唯一 P1 中 Provider 层真正需要等待的 async | +| macro / env / actor / audio / fix / screen | 否(Phase 2 sync) | 当前实现均为同步写回;fix 的 `EnterImmediate` 默认 `yield break` | +| timeline(本地终态) | 否(Phase 2 sync) | `RestoreAtEndLocal` 等 | +| timeline(Addressable) | **可选 Barrier** | 若要求进节点前 Timeline 终态就绪,须显式等待;**禁止** fire-and-forget(见下) | +| RestoreAnchor | **是** | `StartDialogue` 为 Yarn 异步 API | +| P4 淡入淡出 | **是** | 演出时序 | +| P5 深度维修 | **部分 Barrier** | 如 Fix cue `EnterImmediate`、async Provider 还原须等待;与其他 section 同走 Provider 编排 | + +#### `RestoreOrder` 的语义(终态) + +- 表示**同 Phase 内的建议顺序或软依赖**(如 scene 必须先于 env/actor),**不是**「每步之间必须 `yield return`」。 +- 硬依赖应通过 **Phase 划分 + Barrier** 表达,而不是无限细化 RestoreOrder 数字。 +- scene 加载(Phase 1 Barrier)必须在 Phase 2 之前完成;设置章节 SO(Phase 1.5)必须在 RestoreAnchor 之前完成;env / actor / audio / timeline / fix / screen 之间目前无硬依赖,Phase 2 内一批执行即可。 + +#### Provider 契约:终态 vs P1 临时形态 + +| | P1 临时形态(当前代码) | 终态(P4 前 refactor 目标) | +| --- | --- | --- | +| 同步还原 | `IEnumerator Restore` + `yield break` | `void Restore(object dto)` | +| 异步还原 | 同上(仅 scene 真正 yield) | `IAsyncSnapshotRestore.RestoreAsync(object dto)` 或等价显式接口 | +| Manager 层 | 部分 `IEnumerator RestoreSnapshot` 仅 `yield break` | 默认 `void RestoreSnapshot`;仅真有 async 处保留 `IEnumerator` | +| 编排层 | `foreach` 逐步 `yield return provider.Restore` | Phase 编排 + 仅对 Barrier 步骤 `yield` | + +新增可存子系统时:**默认实现 sync `Restore`**;仅当存在必须等待的加载/状态切换时,才实现 async 接口并向编排层**上报**可等待句柄,不得在 Provider 内私自 `StartCoroutine` 而不纳入 Barrier。 + +#### 已知偏离(tech debt,非推荐 pattern) + +- `DirectorHandler.RestoreSnapshotEntry` 在 Addressable 路径下内部 `StartCoroutine(RestoreAtEndFromAddressable)`,Provider 已返回,编排层无法感知完成——与 D6 冲突。P4 编排时应改为**可等待**的还原路径,或纳入 Phase 2′ Barrier。 +- 各 Manager 的 `RestoreSnapshot` 声明为 `IEnumerator` 但内部仅 `yield break`——属 `IData.Load()` 惯性,终态应收回到 `void`。 + +#### 对后续阶段的影响 + +- **P2 / P3**:可不改动 `SnapshotRestore`;但新增代码**不应**再复制「全 Provider 协程链」模式。 +- **P4**:在 `SaveRestoreOrchestrator` / `SnapshotRestore` 上按本节 Phase 模型重写编排;顺带 refactor Provider 契约。P4 是「加 fade UI」+「修正编排模型」,而非在现有 foreach 链首尾叠 UI。 +- **P5**:深度维修子模块与其他子系统一样经 sections Provider 扩展,**不应**再假设独立 Phase 或 `deepRepair` 根字段;是否独立 Phase 仅由具体 Provider 的 async 需求决定。 + +--- + +## 五. 拆分方案(分层 × 分阶段) + +``` +P0 契约定义 ── 已完成 + │ +P1 快照层 ── 已实现(含原 StorageSystem 职责拆分与重命名) + │ + ┌────┴───────────────┐ +P2 槽位/落盘层基础版 P3 可存点判定基础版 +已落地:slot_0/slot_1..8、sidecar、缩略图、原子写、latest_slot、onNodeStart 门控 + └────┬───────────────┘ + │ +P4 复原编排层基础版(Provider 契约 + Phase/Barrier + 抑制自动存档)── 已落地 + │ + ┌────┴────┐ +P5 维修子模块 section 扩展 P6 存/读档 UI & 流程 + │ +P7 横切 +``` + +### P1 快照层(已实现) + +- `SaveSnapshot` 纯数据结构 + `ISnapshotProvider` 逐项还原(D1/D1.1)。 +- Provider:`env` / `actor` / `audio` / `timeline` / `subway` / `fix` / `screen`;维修子模块 `punchTape`(63) / `bodyModule`(66) / `eye`(67) 等,后续 BlockPuzzle / Memory 等同理扩展。 +- Yarn 变量经 `YarnVariableStorage` 纳入快照;`$data.*` 死路径已移除。 +- 原五类 IData 已迁入 `sections` Provider;`IData`/`DataContainer`/`LoadIndex` 已移除。 +- **注意**:P1 中 `Restore` 统一为协程、逐步 `yield return` 属临时实现,终态见 **§4.1 / D6**;后续阶段勿在此基础上堆逻辑。 + +### P2 槽位/落盘层(基础版已落地) + +- `SlotIndex`:`slot_0` 为自动档,`slot_1..slot_8` 为手动档。 +- `SlotDirectory` / `SlotAtomicWriter`:槽位目录、`snapshot.json` / `meta.json` / `thumbnail.png`、`latest_slot.json` 与原子写。 +- `SlotManager`:自动档覆盖写入、手动档复制、删除槽位、读取快照 / meta / 缩略图、UI view model、P1 测试档迁移。 +- `SlotThumbnailCapture`:当前使用 `Camera.main` 渲染 640×360 PNG;失败时返回 null,不阻断存档。 +- `CloudSaveManager` / `ICloudSaveBackend`:仅保留云存档扩展点,未接 Steam 后端与冲突处理。 +- 手动档 = 拷贝最近自动快照,符合需求约定。 + +仍待补齐: + +- 玩家 UI 尚未接入 `SlotManager.GetSlotViewModels()`;旧 `SavesPanel` / `SaveFileUIController` 仍按 `StreamingAssets/SaveFiles/*.json` 或旧文件列表工作。 +- 「继续游戏」尚未统一改为 `SlotManager.GetLatestSlotIndex()` → `GameManager.StartWithSlot()`;`ChapterController` 仍按旧扁平 JSON 文件查找。 +- 缩略图规格暂按 640×360 实装,是否满足正式 UI 仍需 P6 验证。 + +### P3 可存点判定层(基础版已落地) + +- `DialogController.OnNodeStart` 更新当前 node/tags 后调用 `SavePointEvaluator.OnNodeStartForAutoSave()`,通过后执行 `SaveRestoreOrchestrator.AutoSaveRoutine(nodeName)`。 +- **Fresh 进入 vs detour 续跑**:`SavePointEvaluator` 按 `yarnProjectId` 维护 `InProgressNodes`;节点尚未 `onNodeComplete` 时再次 `onNodeStart`(Yarn detour 返回父节点)→ `DetourResume`,跳过自动存。`OnNodeComplete` 移出集合;切换 YarnProject / `StopDialog` 重置;读档 anchor 重进仅 `OnRestoreEnterNode` 标记,不写盘。 +- **tag 规则**:`hub` / `linear` / `content` 默认允许;`start` / `init` / `function` / `detour` / `center` / `performance` / `event` / `end` 默认禁止;`no_save` 覆盖一切并禁止 **OnNodeStart 自动存**。 +- 自动档边界 = **Fresh OnNodeStart** 且 tag 判定通过且非 `DetourResume`(不区分 hub / content / linear 的额外终身去重)。 +- Yarn `<>`(`SaveYarnCommand`)走 `CanExplicitSave`:仅全局门控,默认 omit anchor;用于节点末尾进入无对话 / Fix 交互等边界。 +- `SaveRestoreOrchestrator.IsRestoring` 与 `GameManager.state.isInPause` 会阻止自动保存与显式 save,避免读档中覆盖自动档。 +- `CreateManualSlot` 复用 `CanManualSave`:`slot_0` 存在且通过全局门控即可复制(含显式 `<>` 写盘后的手动档)。 + +仍待补齐: + +- 维修 Yarn 的瞬跳 `content` 节点需要继续排查并补 `no_save`,优先处理验证工具中暴露的误存节点。 +- 深度维修过程中是否允许 `<>` 的需求边界待确认(与可存点判定一并定案)。 +- 目前验证工具主要覆盖存盘行为;复杂节点 tags 边界和读档后落点尚未形成自动化验证。 + +### P4~P7 + +- P4:基础版已落地。`ISnapshotProvider` 已拆为捕获契约 + `ISyncSnapshotProvider` / `IAsyncSnapshotProvider`;`SnapshotRestore` 已改为 Phase + Barrier;`SaveRestoreOrchestrator` 已接入读档黑屏、自动存档抑制与 restore 日志;Timeline Addressable 恢复已改为可等待路径。 +- P5(部分已落地):`punchTape`/`fix`/`bodyModule`/`eye` 已迁入 sections;BlockPuzzle / Memory / Cutting 等待新增 Provider;`isSystemOn`/`currentRepairSystemType` Restore 仍延后。 +- P6:接入正式存 / 读档 UI、继续游戏、新游戏覆盖自动档、游戏中读档确认等玩家流程。 +- P7:Steam 云存档真实后端、版本兼容策略、全局 / 跨周目数据边界等横切项。 + +--- + +## 六. 推荐落地顺序 + +**P0 → P1(完成)→ P2/P3 基础版(已落地,待补边界与 UI 接入)→ P4 基础版(完成,待 Play Mode 验证)→(P5/P6)→ P7** +--- + +## 七. 仍待确定(TODO) +- 手动档数量上限、覆盖 / 删除 / 重命名规则。 +- 游戏进行中读档是否允许、是否二次确认。 +- 自动存档是否需要正式可见反馈(当前 `SaveRestoreOrchestrator` 使用 `InfoPanel.ShowSaveLoading()` / `HideSaveLoading()`,是否作为最终 UX 待定)。 +- 各维修子模块是否支持阶段存档的逐个清单(新增 Provider 前定案)。 +- **维修 Yarn 瞬跳 `content` 节点**:按 [Yarn 维修节点类型规范 §8.4](Yarn维修节点类型规范.md#84-维修脚本中的常见瞬跳-content待排查) 全项目补 `no_save`(Peipei `UF检查状态` 等优先)。 +- 全局 / 跨周目数据与单局存档的边界划分。 +- 缩略图最终规格与 UI 展示方式(当前 P2 基础版为 640×360 PNG)。 diff --git a/Docs/存档系统需求.md b/Docs/存档系统需求.md new file mode 100644 index 000000000..7ddf5844f --- /dev/null +++ b/Docs/存档系统需求.md @@ -0,0 +1,81 @@ +# 存档系统需求 + +> 本文档为**需求层**文档,只描述"存档系统要做成什么样、对玩家承诺什么",不涉及具体实现与数据结构。实现方案、数据结构等待需求确认后另行讨论。 + +## 一. 背景 + +本游戏是一个赛博医生题材的视觉小说游戏。游戏中不同患者有公共的插件检修和各种定制的检修玩法。 + +本项目中使用 YarnSpinner 作为剧情插件,已更新到 3.2 版本。 + +项目中原来有存档系统,仅有自动存档;读取时从章节选择进入,且仅能读到最新的一份。这套存档系统是很早期设计的,现在问题已经非常大、无法正常使用。**新方案不沿用旧实现的恢复锚点、存档文件组织等不可靠部分**;旧系统中仍可靠的底层能力(Yarn 变量存取、用于承接深度维修状态的数据容器等)在后续实现阶段再评估复用。 + +## 二. 设计总则 + +这几条是贯穿整套存档系统的约定,作为后续所有细节设计的前提。 + +1. **所见即所存**:读档后玩家看到的画面与状态,等于"**进入该可存节点那一刻**"的画面与状态。注意基准是"进入节点那一刻",而**不是**玩家退出游戏那一刻——玩家不能精确回到退出瞬间。 +2. **存档点是离散的、节点级的**:进度只在"可存节点"上落点。两个存档点之间的内容(一段对话播放途中、一段演出途中、一段深度维修途中)若退出,则会丢失,下次从上一个存档点重新开始。这是明确的体验约定,需在设计中被接受、而非视作缺陷。 +3. **落盘可靠性**:自动存档在"进入可存节点"时即完成写盘,保证崩溃 / 断电情况下最多只丢失到上一个存档点。 + +## 三. 存档 + +### 1. 存档时机 + +由于 YarnSpinner 机制限制,无法从某一行直接开始;另外由于检修玩法复杂,很难随时记录状态并恢复。因此采用**进入节点时自动保存**。 + +手动存档不单独记录运行时状态,而是**保存最近一次自动保存的那份存档**(即把最近的自动存档点固化到一个手动档位)。 + +自动存档过程中是否给玩家可见反馈(保存图标 / 提示),**待定**。 + +### 2. 可存档范围 + +分情况讨论: + +1. **诊所内维修**:仅在诊所中的对话和插线维修时保存;每个角色各自的深度维修过程中**不保存**。但深度维修可能会记录一些**阶段终点状态**,以处理"多段深度维修中间穿插诊所对话"的情况。维修 Yarn 的节点类型与**瞬跳节点**规则见 [Yarn 维修节点类型规范 §8](Yarn维修节点类型规范.md#8-瞬跳节点与存档边界):`center` 及所有瞬跳节点不可存;默认可存的 `content` 若仅为路由/状态检查,须标 `no_save`。 +2. **诊所外对话**(天桥、酒吧、诊室外等):每个节点都保存。 +3. **梦境状态**:情况较复杂,此时 Yarn 结构遵循 [Yarn 节点类型规范](Yarn节点类型规范.md)。在这种情况下,`hub` 节点与 `linear` 节点保存,`detour` 节点与 `function` 节点不保存。 + +> 说明:上述各情况"如何在运行时被判定"属于实现细节,后续讨论。需求层只约定"哪些时机算可存点"。 + +### 3. 存档内容 + +存档恢复遵循总则"所见即所存"。下面按**技术分类**列出存档应覆盖的内容范围(每一类的具体数据结构与还原方式后续单独讨论): + +1. **宏观阶段 / 状态**:包括但不限于场景、YarnProject、(部分情况下)FixState 等标志着当前游戏重要阶段的内容。 +2. **表现类**:包括但不限于 UI 层的演出工具(UI 遮罩等)、环境状态、角色动画、Timeline 状态等。这些是大部分情况下都会出现在场景里的东西,内容和结构相对稳定,且严重影响当前状态的视觉展现。 +3. **深度维修状态**:深度维修不需要做到每一刻都能保存或复原;只要能做到"一个大阶段完成后可以保存和复原"即可。部分深度维修**可以完全不做保存**(读档时回到进入该维修之前的存档点)。哪些深度维修支持阶段存档、哪些不支持,**待定(需逐个梳理清单)**。 +4. **YarnSpinner 变量**:较清晰,可直接保存。 + +> 表现类状态究竟是"逐项还原"还是"读档时由该节点重新演出来还原",属于数据结构层面的讨论,留待后续;本节只确定"所见即所存"这一对外承诺。 + +### 4. 档位设置 + +初步打算是**一个自动保存档位 + 多个手动保存档位**。 + +以下细节**待定**:自动档是单份覆盖还是保留多份滚动备份;手动档数量上限;手动档能否覆盖 / 删除 / 重命名;存档槽位在选择界面展示哪些信息(截图、章节标题、进度描述、真实时间、版本号等)。 + +### 5. 读档 + +可以从"继续游戏"读取最近的存档,也可以在存档选择界面选择自动存档或某个手动存档来读档。 + +以下细节**待定**:"继续游戏"具体指向哪一份(最近自动档,还是最近的自动 / 手动档);游戏进行中读档是否允许、是否二次确认。 + +## 四. 其他需求 + +1. **不可存时段与保存按钮置灰**:当前不处于可存档状态时,手动保存按钮置灰。典型为**深度维修过程中**(按设计这部分不能存档)。注意:**首次启动不置灰**——刚启动就会进入第一个节点,此时一般已经完成了自动保存,因此正常情况下总有可用的自动存档。 +2. **设置数据与存档分离**:音量、画质、分辨率、语言、对话推进模式(自动 / 快进)等全局设置**不进入存档槽**,独立持久化,不随读档回滚。 +3. **本地化跟随当前语言**:存档记录的是行 ID 等本地化引用而非最终文本,读档后对话文本 / 语音按**当前语言设置**显示,而不是存档时的语言。 +4. **Steam 云存档**:需要支持 Steam 云存档 / 多机同步(存档目录规划与文件组织需为此预留)。 +5. **不做防篡改**:作为叙事向单机游戏,存档不做加密 / 校验,允许玩家修改存档。 + +## 五. 待后续确定的事项(TODO) + +- 自动档 / 手动档的数量、覆盖、删除、重命名规则。 +- 存档槽位选择界面展示的字段(含是否截图)。 +- "继续游戏"指向哪一份存档;游戏中读档是否允许及确认流程。 +- 新游戏与既有存档的关系(是否覆盖 / 清空、是否需要覆盖确认)。 +- 全局 / 跨周目数据(章节解锁、已读、画廊、成就等)与单局存档的边界划分。 +- 各深度维修是否支持阶段存档的逐个清单。 +- 自动存档是否需要可见反馈。 +- 表现类状态的还原方式(逐项还原 vs 重进节点重演)——并入数据结构讨论。