fix(save-system): 修复读档时 UI 与游戏状态未对齐

This commit is contained in:
2026-06-24 22:44:43 +08:00
parent b53a3f45b7
commit e90da7bab7
2 changed files with 64 additions and 3 deletions
@@ -152,7 +152,7 @@ namespace AibisDream.SaveSystem
return new AutoSaveSuppressScope(reason);
}
/// <summary>旧档:Yarn 变量 + DeepRepairDataRegistry systemData。</summary>
/// <summary>旧档:仅恢复 Yarn 变量,再 Capture 写入 slot_0 完成格式迁移。</summary>
private static IEnumerator RestoreLegacy(string savePath)
{
var saveData = SnapshotPersistence.ReadLegacySaveRoot(savePath);
@@ -161,13 +161,16 @@ namespace AibisDream.SaveSystem
var boolDict = saveData["boolDict"]?.ToObject<Dictionary<string, bool>>();
YarnVariableStorage.Instance.SetAllVariables(floatDict, stringDict, boolDict);
if (saveData["systemData"] is JObject systemDataJson)
if (saveData["systemData"] != null)
{
yield return DeepRepairDataRegistry.LoadByJson(systemDataJson);
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)
@@ -180,8 +183,10 @@ namespace AibisDream.SaveSystem
try
{
yield return FadeInForRestore();
PrepareGameSessionForRestore();
yield return RestoreLegacy(savePath);
yield return null;
FinalizeGameSessionAfterRestore();
yield return FadeOutForRestore();
}
finally
@@ -210,6 +215,8 @@ namespace AibisDream.SaveSystem
{
yield return FadeInForRestore();
PrepareGameSessionForRestore();
SnapshotRegistry.EnsureInitialized();
yield return SnapshotRestore.RestoreState(YarnVariableStorage.Instance, snapshot, context);
yield return SnapshotRestore.RestoreAnchor(snapshot, context);
@@ -217,6 +224,8 @@ namespace AibisDream.SaveSystem
AddRestoreLog("Phase 3.5: settle one frame");
yield return null;
FinalizeGameSessionAfterRestore();
yield return FadeOutForRestore();
}
finally
@@ -227,6 +236,55 @@ namespace AibisDream.SaveSystem
}
}
/// <summary>
/// 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 <see cref="GameLoopEnum.GameStart"/>,导致 StartPanel 未关闭、
/// <see cref="GameManager.state.isInGame"/> 为 false,从而无法推进对话。
/// </summary>
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<StartPanel>();
ui.ShowPanel<MainPanel>();
ui.HidePanel<ChapterPanel>();
ui.HidePanel<SavesPanel>();
ui.HidePanel<EndPanel>();
}
if (gameManager != null && gameManager.state.isInPause)
{
gameManager.ContinueGame();
}
else
{
DialogUIManager.Instance?.OpenCanvas();
}
}
/// <summary>读档完成后确保对话 Canvas 可用、退出暂停态。</summary>
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");
@@ -115,6 +115,9 @@ namespace AibisDream.SaveSystem
}
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)