feat(save): 迁移存读档入口到槽位系统

将游戏流程接入 P2 槽位层:
- SaveRestoreOrchestrator:SaveToAutoSlot / CreateManualSlot / RestoreFromSlot
- GameManager:<<auto_save>> 调用新入口,新增 StartWithSlot 读档入口

保留 RestoreFromFile 旧档兼容路径。
This commit is contained in:
2026-06-12 17:41:10 +08:00
parent 6fcf340230
commit d6912fb1a6
2 changed files with 54 additions and 10 deletions
+15 -2
View File
@@ -37,7 +37,7 @@ namespace AibisDream
{
// 管理游戏开始时各部分的初始化
SettingLoader.Init();
SnapshotBootstrap.EnsureInitialized();
SnapshotRegistry.EnsureInitialized();
// 场景So事件注册
_currentTalkSceneSo = new BindProperty<TalkSceneSO>();
@@ -114,11 +114,24 @@ namespace AibisDream
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()
{
ChapterController.Instance.UnlockChapter(_currentTalkSceneSo.Value);
@@ -348,7 +361,7 @@ namespace AibisDream
[YarnCommand("auto_save")]
public static void AutoSave()
{
SaveRestoreOrchestrator.SaveToTestPath();
SaveRestoreOrchestrator.SaveToAutoSlot();
}
}
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Framework;
using AibisDream.Kit;
@@ -9,16 +9,18 @@ using UnityEngine;
namespace AibisDream.SaveSystem
{
/// <summary>
/// 存读档流程编排层:连接 UI、<see cref="SnapshotService"/> 与 <see cref="SnapshotPersistence"/>
/// 存读档流程编排层:连接 UI、<see cref="SnapshotService"/> 与槽位系统
/// <para>
/// 对外入口:<see cref="SaveToTestPath"/><<auto_save>>)、<see cref="RestoreFromFile"/>(读档)。
/// P4 在此扩展淡入淡出与完整时序;P2 将替换测试路径为槽位 API。
/// 对外入口:<see cref="SaveToAutoSlot"/>&lt;&lt;auto_save&gt;&gt;)、
/// <see cref="CreateManualSlot"/>(手动存档)、
/// <see cref="RestoreFromSlot"/>(读档)、
/// <see cref="RestoreFromFile"/>(旧档/调试)。
/// </para>
/// </summary>
public static class SaveRestoreOrchestrator
{
/// <summary>捕获快照并写入 P1 测试路径;含保存 Loading UI。</summary>
public static void SaveToTestPath()
/// <summary>捕获快照并写入自动档(slot 0;含保存 Loading UI。</summary>
public static void SaveToAutoSlot()
{
var host = YarnVariableStorage.Instance;
if (host == null)
@@ -36,10 +38,30 @@ namespace AibisDream.SaveSystem
using (new CodeTimer("SaveSnapshot"))
{
var snapshot = SnapshotService.Capture();
SnapshotPersistence.Save(snapshot, SnapshotPersistence.GetTestFilePath());
var thumbnail = SlotThumbnailCapture.CapturePng();
SlotManager.SaveToAutoSlot(snapshot, thumbnail);
}
}
/// <summary>将当前自动档复制到指定手动档。</summary>
public static void CreateManualSlot(int slotIndex)
{
SlotManager.CopyAutoToManual(slotIndex);
}
/// <summary>从指定槽位读档并还原。</summary>
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);
}
/// <summary>从文件读档并还原;自动区分新快照格式与 legacy 格式。</summary>
public static IEnumerator RestoreFromFile(string savePath)
{
@@ -56,7 +78,7 @@ namespace AibisDream.SaveSystem
snapshot = SnapshotPersistence.Load(savePath);
}
yield return SnapshotService.Restore(snapshot);
yield return RestoreSnapshot(snapshot);
}
/// <summary>旧档:Yarn 变量 + DeepRepairDataRegistry systemData。</summary>
@@ -72,6 +94,15 @@ namespace AibisDream.SaveSystem
{
yield return DeepRepairDataRegistry.LoadByJson(systemDataJson);
}
// 旧档还原后自动固化为新格式,方便后续使用槽位系统
var snapshot = SnapshotService.Capture();
SlotManager.SaveToAutoSlot(snapshot, null);
}
private static IEnumerator RestoreSnapshot(SaveSnapshot snapshot)
{
yield return SnapshotService.Restore(snapshot);
}
}
}