Compare commits

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Author SHA1 Message Date
bottlefish 5efb2ff157 fix: guard eye module input initialization 2026-06-27 00:34:25 +08:00
bottlefish 43465e8f34 feat: add memory tuning sprite shader 2026-06-26 23:59:10 +08:00
bottlefish bf416f604b fix: handle Yarn initial variable storage fallback 2026-06-26 23:57:38 +08:00
dingyuntian c845af68b9 Merge branch 'feature/石头换碟动画' into 'develop'
石头换碟的动画

See merge request aibis-dream/aibis-dream!711
2026-05-26 07:58:19 +00:00
dingyuntian 874abf66e0 Merge branch 'feature/海浪动画调整' into 'develop'
Feature/海浪动画调整

See merge request aibis-dream/aibis-dream!710
2026-05-26 07:51:08 +00:00
dingyuntian f759c8cfde docs: 添加选项已探索追踪设计讨论 2026-05-26 15:49:16 +08:00
dingyuntian 570961251c feat(dialog): 实现选项已探索追踪与视觉反馈 2026-05-26 15:49:05 +08:00
dingyuntian 0794c5751d docs: 添加 Yarn 节点类型规范文档 2026-05-25 18:44:42 +08:00
dingyuntian 038c624163 chore: 升级 Yarn Project 配置并同步本地化资源 2026-05-25 18:44:30 +08:00
dingyuntian e72d14ed8d yarn(dialog): 调整石头剧情事件节点 2026-05-25 18:43:47 +08:00
dingyuntian 5c56551d79 yarn(dialog): 重构 Day1 睡觉对话节点结构 2026-05-25 18:43:36 +08:00
dingyuntian db5fbb0cb8 feat(dialog): 重构选项已选状态视觉表现 2026-05-25 18:43:23 +08:00
dingyuntian 7e579a2eb0 fix(ui): 修复时间流转动画重叠和泄漏问题 2026-05-25 18:43:10 +08:00
zhouziqian 03d96c8694 石头换碟的动画 2026-05-14 19:00:09 +08:00
dingyuntian cf7b0fc67d Merge branch 'feature/海浪动画调整' into 'develop'
Feature/海浪动画调整

See merge request aibis-dream/aibis-dream!709
2026-05-12 12:25:32 +00:00
dingyuntian 342a854a33 feat: 石头唱片机演示 2026-05-12 20:24:45 +08:00
dingyuntian 6ea5a6cb0e chore: 石头相关资产按规范迁移 2026-05-12 20:24:15 +08:00
dingyuntian 70b69c2302 art: 海浪动画调整 2026-05-12 14:27:05 +08:00
dingyuntian fb00d3ad8e Merge branch 'feature/Yarn3.0升级合入' into 'develop'
chore: yarn项目升级并重新分类

See merge request aibis-dream/aibis-dream!708
2026-05-01 10:57:21 +00:00
dingyuntian b7712f7df8 fix: 本地化索引添加 2026-05-01 18:50:45 +08:00
dingyuntian c84b56df6f feat(yarn): 补充 FP_Huoshan1 Yarn 项目 meta 文件 2026-05-01 18:44:35 +08:00
dingyuntian 35e61146b6 scene: 更新场景配置与 SceneSO YarnProject 引用 2026-05-01 18:43:44 +08:00
dingyuntian 09372b482b feat(yarn): 升级 FP 章节 Yarn 项目配置并添加本地化导出 2026-05-01 18:43:24 +08:00
dingyuntian ff7cb41c47 feat(localization): 注册 Params 本地化表并更新 Addressables 配置 2026-05-01 16:46:51 +08:00
dingyuntian 6679cc1fbd feat(localization): 补充角色名与参数日文翻译 2026-05-01 16:46:24 +08:00
dingyuntian dcf5bf6e09 fix(dialog): 移除重复对话推进调用并清理命名空间引用 2026-05-01 16:46:11 +08:00
dingyuntian 4ef236274d Merge branch 'feature/升级Yarn3.2' into feature/Yarn3.0升级合入 2026-04-30 16:15:49 +08:00
dingyuntian deb3d5182a feat: 添加日语本地化支持 2026-04-30 15:40:08 +08:00
dingyuntian e23185b11d Merge branch 'feature/本地化内容导入' into 'develop'
Feature/本地化内容导入

See merge request aibis-dream/aibis-dream!707
2026-04-30 06:44:40 +00:00
dingyuntian dabf9fc219 feat(localization): 补充日语 Sprite 本地化表注册 2026-04-30 14:43:40 +08:00
dingyuntian aa926afa29 fix(game-loop): 修复存档章节名解析逻辑 2026-04-30 14:41:59 +08:00
dingyuntian bb043aed2b fix(dialog): 修复本地化参数替换方法调用 2026-04-30 14:41:45 +08:00
dingyuntian 64e74cbd2d yarn(dialog): 更新对话脚本及角色配置 2026-04-30 14:41:31 +08:00
dingyuntian 17862b7bab art(localization): 更新现有本地化文本内容 2026-04-30 14:41:12 +08:00
dingyuntian 9faff272cf feat(localization): 新增日语本地化支持 2026-04-30 14:40:35 +08:00
dingyuntian be1f288e1c art: 预制字体增加日文支持 2026-04-30 00:38:41 +08:00
dingyuntian 1d629e78f7 chore: 废弃存档文件删除 2026-04-29 23:17:35 +08:00
dingyuntian e471e5f285 Merge branch 'feature/本地化内容导入' into 'develop'
Feature/本地化内容导入

See merge request aibis-dream/aibis-dream!706
2026-04-29 07:33:21 +00:00
dingyuntian 2a83fc5afe fix: 屏幕适应重构,现在宽屏窄屏均可正常处理 2026-04-29 15:30:44 +08:00
dingyuntian a5fc9d8ba4 fix: 维修任务面板文字重叠 2026-04-28 20:47:13 +08:00
dingyuntian a03fab65e3 Merge branch 'bugfix/章节加载顺序错乱' into 'develop'
fix: 修复章节加载顺序错乱问题

See merge request aibis-dream/aibis-dream!705
2026-04-28 09:34:35 +00:00
dingyuntian 44f001361e fix: 修复章节加载顺序错乱问题 2026-04-28 17:33:16 +08:00
dingyuntian f224e8a2ac Merge branch 'feature/章节管理合入' into 'develop'
feat(chapter): 重构章节系统为多出口图结构

See merge request aibis-dream/aibis-dream!704
2026-04-28 08:38:04 +00:00
dingyuntian a9e14387cd chore: 章节系统更新后调整 2026-04-28 16:37:33 +08:00
dingyuntian 166ec647b4 Merge branch 'feature/章节管理' into feature/章节管理合入 2026-04-28 15:53:30 +08:00
dingyuntian 3bfb77f15e Merge branch 'bugfix/玩家反馈bug' into 'develop'
Bugfix/玩家反馈bug

See merge request aibis-dream/aibis-dream!703
2026-04-27 14:45:32 +00:00
dingyuntian 26ffa8d016 fix: Windows上实际上没有最大化窗口,反而会造成bug 2026-04-27 22:36:52 +08:00
dingyuntian f12368abfb fix(yarn): 修复多处对话标记缺失和符号格式 2026-04-27 22:22:40 +08:00
dingyuntian 71e2f915b9 fix(dialog): 缩短缺失本地化时的错误提示文本 2026-04-27 22:22:26 +08:00
dingyuntian 5e3087f4e9 Merge remote-tracking branch 'origin/feature/最后!的文本调整' into bugfix/玩家反馈bug 2026-04-27 21:23:07 +08:00
dingyuntian c6caae6078 fix(ui): 修复面板暂停时机和背景淡入效果 2026-04-27 21:22:23 +08:00
dingyuntian 030124a0c7 fix(dialog): 重构对话推进模式为响应式状态绑定 2026-04-27 21:22:10 +08:00
dingyuntian 335b8f1bbc fix(localization): 修正 Yarn 项目本地化语言代码 2026-04-27 21:21:56 +08:00
dingyuntian 94d89330dc feat(chapter): 添加章节图可视化编辑器
基于 UIToolkit 实现 ChapterGraph 编辑器窗口,可视化查看
和编辑 TalkSceneSO 之间的多出口连接关系。
2026-04-25 20:13:55 +08:00
dingyuntian 93012f5f7c feat(chapter): 重构章节系统为多出口图结构
- TalkSceneSO 引入 SceneExit 多出口列表与 displayOrder 排序
- GameManager.NextSceneSo 与 Yarn NextYarn 支持 exitName 跳转
- ChapterController 改用 GameManager 全局 SceneSO 列表
- SceneSO 资源迁移至 Archive/Demo/Fiction/Test 子目录
2026-04-25 20:13:29 +08:00
dingyuntian 1db919e472 chore: 废除本地化表索引 2026-04-24 11:45:14 +08:00
dingyuntian c5e3210793 chore: 废除旧本地化表(csv已导出归档) 2026-04-23 22:42:38 +08:00
dingyuntian 5be131e020 docs: 更新本地化架构说明和 CSV 配置路径 2026-04-23 19:49:20 +08:00
dingyuntian b9c15216cb chore(yarn): 更新 Yarn Project meta 本地化配置字段 2026-04-23 19:49:16 +08:00
dingyuntian dd9420dbc7 refactor(ui): 删除废弃的 CircularProgress 和 LocalizedText 组件 2026-04-23 19:49:10 +08:00
dingyuntian bec825ce89 fix(dialog): 适配本地化架构变更自动同步对话语言 2026-04-23 19:49:05 +08:00
dingyuntian 461fd18191 refactor(localization): 迁移本地化为 CSV 驱动并支持多语言角色名 2026-04-23 19:49:00 +08:00
dingyuntian 15651facdc fix(tarot): 修复 TarotCard 排序层序列化值 2026-04-23 19:48:54 +08:00
dingyuntian 027e545646 chore(localization): 添加Fiction_Day2_begin本地化表配置 2026-04-23 11:56:52 +08:00
dingyuntian 53b14b7a04 art: 修复动画资源命名和缺失绑定 2026-04-23 11:56:35 +08:00
dingyuntian 70e820195e style(peipei): 移除UFSystem未使用引用 2026-04-23 11:56:22 +08:00
dingyuntian 92f4d463b3 refactor(fix-system): 清理PunchTapeInteraction未使用事件 2026-04-23 11:56:11 +08:00
dingyuntian 98fa5e5474 fix: 移除废弃YarnCommand适配YarnSpinner 3.2 2026-04-23 11:56:01 +08:00
dingyuntian b447d4784c feat(dialog): 升级Dialog系统到YarnSpinner 3.2 2026-04-23 11:55:43 +08:00
dingyuntian cbae4cdb22 chore: yarn项目升级并重新分类
1. 移除Resources,单独使用一个Yarn文件夹保存
2. 按类型分为Fiction,FP,Test
3. 升级到YarnSpinner3.0
4. 移除所有本地化关联,后续迁移到Yarn内置的本地化系统
2026-04-23 11:47:29 +08:00
dingyuntian 55452b4376 chore: YarnSpinner升级到3.2 2026-04-23 11:42:38 +08:00
dingyuntian 7e422fa457 Merge branch 'develop' into feature/升级Yarn3.2 2026-04-22 15:58:28 +08:00
dingyuntian 5e80772cbf Merge branch 'develop' into feature/升级Yarn3.2 2026-04-22 15:57:40 +08:00
dingyuntian 594578c697 Merge branch 'develop' into feature/升级Yarn3.2 2026-04-19 16:23:38 +08:00
dingyuntian 4d319d3b04 Merge branch 'develop' into feature/升级Yarn3.2 2026-04-19 16:22:42 +08:00
dingyuntian af50894c61 chore: 删除一些没用的scene 2026-04-18 13:58:12 +08:00
1054 changed files with 16021 additions and 193809 deletions
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using AibisDream;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace AibisDream.SystemEditor
{
public class ChapterGraphEditorWindow : EditorWindow
{
private ChapterGraphView _graphView;
private ChapterGraphInspector _inspector;
private IMGUIContainer _inspectorContainer;
private const string RootFolderPrefKey = "AibisDream.ChapterGraph.RootFolder";
private const string CurrentFolderPrefKey = "AibisDream.ChapterGraph.CurrentFolder";
private string _rootFolder;
private string _currentFolder;
private DropdownField _folderDropdown;
private readonly Dictionary<string, string> _displayToPath = new();
[MenuItem("Window/Chapter Graph Editor")]
public static void ShowWindow()
{
var window = GetWindow<ChapterGraphEditorWindow>("Chapter Graph Editor");
window.minSize = new Vector2(800, 600);
}
private void OnEnable()
{
if (_graphView == null) return;
_graphView.LoadGraph(_currentFolder);
}
private void OnDisable()
{
if (_graphView != null)
{
_graphView.OnNodeDeleted -= OnNodeDeleted;
}
if (_inspector != null)
{
_inspector.OnColorChanged -= OnNodeColorChanged;
_inspector.Destroy();
}
}
private void CreateGUI()
{
// 根容器:纵向排列
var root = rootVisualElement;
root.style.flexDirection = FlexDirection.Column;
// 顶部工具栏
var toolbar = new Toolbar();
toolbar.Add(CreateToolbarButton("Save", OnSaveClicked));
toolbar.Add(CreateToolbarButton("Auto Layout", OnAutoLayoutClicked));
toolbar.Add(CreateToolbarButton("Validate", OnValidateClicked));
_rootFolder = EditorPrefs.GetString(RootFolderPrefKey, "Assets/ScriptableObjects/SceneSO");
_folderDropdown = new DropdownField("路径");
_folderDropdown.style.width = 160;
_folderDropdown.style.marginLeft = 8;
_folderDropdown.style.marginRight = 4;
RefreshFolderChoices();
_folderDropdown.RegisterValueChangedCallback(OnFolderChanged);
toolbar.Add(_folderDropdown);
var setRootBtn = new Button(OnSetRootFolderClicked) { text = "..." };
setRootBtn.style.width = 28;
toolbar.Add(setRootBtn);
toolbar.Add(new ToolbarSpacer() { style = { flexGrow = 1 } });
toolbar.Add(CreateToolbarButton("Create Chapter", OnCreateChapterClicked));
root.Add(toolbar);
// 主内容区:横向分栏
var mainContainer = new VisualElement();
mainContainer.style.flexGrow = 1;
mainContainer.style.flexDirection = FlexDirection.Row;
mainContainer.style.overflow = Overflow.Hidden;
// 左侧 Inspector 面板
var leftPanel = new VisualElement();
leftPanel.style.width = 320;
leftPanel.style.minWidth = 200;
leftPanel.style.maxWidth = 500;
leftPanel.style.flexShrink = 0;
leftPanel.style.flexDirection = FlexDirection.Column;
leftPanel.style.borderRightWidth = 1;
leftPanel.style.borderRightColor = new StyleColor(new Color(0.15f, 0.15f, 0.15f));
// Inspector 标题
var header = new Label("章节属性")
{
style =
{
unityFontStyleAndWeight = FontStyle.Bold,
fontSize = 14,
paddingTop = 8,
paddingBottom = 8,
paddingLeft = 12,
paddingRight = 12,
borderBottomWidth = 1,
borderBottomColor = new StyleColor(new Color(0.15f, 0.15f, 0.15f))
}
};
leftPanel.Add(header);
// IMGUI Inspector
_inspector = new ChapterGraphInspector();
_inspectorContainer = new IMGUIContainer(() => _inspector.OnGUI());
_inspectorContainer.style.flexGrow = 1;
leftPanel.Add(_inspectorContainer);
mainContainer.Add(leftPanel);
// 拖拽条
var resizer = new VisualElement();
resizer.style.width = 5;
resizer.style.backgroundColor = new StyleColor(new Color(0.15f, 0.15f, 0.15f));
mainContainer.Add(resizer);
float startWidth = 0;
float startMouseX = 0;
resizer.RegisterCallback<MouseDownEvent>(evt =>
{
startWidth = leftPanel.resolvedStyle.width;
startMouseX = evt.mousePosition.x;
resizer.CaptureMouse();
evt.StopPropagation();
});
resizer.RegisterCallback<MouseMoveEvent>(evt =>
{
if (!resizer.HasMouseCapture()) return;
var delta = evt.mousePosition.x - startMouseX;
var newWidth = Mathf.Clamp(startWidth + delta, 200, 600);
leftPanel.style.width = newWidth;
});
resizer.RegisterCallback<MouseUpEvent>(evt =>
{
if (resizer.HasMouseCapture())
resizer.ReleaseMouse();
});
// 右侧 GraphView
_graphView = new ChapterGraphView();
_graphView.style.flexGrow = 1;
mainContainer.Add(_graphView);
root.Add(mainContainer);
// 加载图数据
_graphView.LoadGraph(_currentFolder);
// 选中节点同步到 Inspector
_graphView.OnNodeSelected += OnNodeSelected;
_graphView.OnNodeDeleted += OnNodeDeleted;
_inspector.OnColorChanged += OnNodeColorChanged;
}
private void OnNodeDeleted(TalkSceneSO so)
{
_inspector?.SetTarget(null);
_inspectorContainer?.MarkDirtyRepaint();
}
private void OnNodeColorChanged(TalkSceneSO so)
{
_graphView?.UpdateNodeColor(so);
}
private Button CreateToolbarButton(string text, System.Action onClick)
{
var btn = new Button(onClick) { text = text };
return btn;
}
private void OnSaveClicked()
{
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("保存", "所有资源已保存。", "确定");
}
private void OnAutoLayoutClicked()
{
_graphView?.AutoLayout();
}
private void OnValidateClicked()
{
_graphView?.ValidateGraph();
}
private void OnCreateChapterClicked()
{
var center = new Vector2(position.width / 2f, position.height / 2f);
var localPos = _graphView.contentViewContainer.WorldToLocal(center);
var defaultFolder = _currentFolder ?? EditorPrefs.GetString(ChapterGraphView.DefaultFolderPrefKey, _rootFolder);
_graphView?.CreateChapterNodeAt(localPos, defaultFolder);
}
private void OnNodeSelected(TalkSceneSO so)
{
_inspector?.SetTarget(so);
_inspectorContainer?.MarkDirtyRepaint();
}
private void RefreshFolderChoices()
{
_displayToPath.Clear();
_displayToPath["All"] = null;
var subFolders = AssetDatabase.GetSubFolders(_rootFolder);
foreach (var folder in subFolders)
{
var name = Path.GetFileName(folder);
_displayToPath[name] = folder;
}
var rootHasSO = AssetDatabase.FindAssets("t:TalkSceneSO", new[] { _rootFolder })
.Select(g => AssetDatabase.GUIDToAssetPath(g))
.Any(path => Path.GetDirectoryName(path)?.Replace('\\', '/') == _rootFolder);
if (rootHasSO)
{
_displayToPath["(Root)"] = _rootFolder;
}
_folderDropdown.choices = _displayToPath.Keys.ToList();
var saved = EditorPrefs.GetString(CurrentFolderPrefKey, "All");
_folderDropdown.value = _displayToPath.ContainsKey(saved) ? saved : "All";
_currentFolder = _displayToPath.TryGetValue(_folderDropdown.value, out var path) ? path : null;
}
private void OnFolderChanged(ChangeEvent<string> evt)
{
_currentFolder = _displayToPath.TryGetValue(evt.newValue, out var path) ? path : null;
EditorPrefs.SetString(CurrentFolderPrefKey, evt.newValue);
_graphView?.LoadGraph(_currentFolder);
}
private void OnSetRootFolderClicked()
{
var path = EditorUtility.OpenFolderPanel("选择章节根目录", _rootFolder, "");
if (string.IsNullOrEmpty(path)) return;
var absoluteRoot = Application.dataPath.Replace('\\', '/');
var selected = path.Replace('\\', '/');
if (!selected.StartsWith(absoluteRoot))
{
EditorUtility.DisplayDialog("错误", "请选择项目 Assets 目录内的文件夹。", "确定");
return;
}
_rootFolder = "Assets" + selected.Substring(absoluteRoot.Length);
EditorPrefs.SetString(RootFolderPrefKey, _rootFolder);
RefreshFolderChoices();
_graphView?.LoadGraph(_currentFolder);
}
}
}
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using AibisDream;
using UnityEditor;
using UnityEngine;
namespace AibisDream.SystemEditor
{
public class ChapterGraphInspector
{
private Editor _editor;
private TalkSceneSO _target;
private Vector2 _scrollPosition;
public event System.Action<TalkSceneSO> OnColorChanged;
public void SetTarget(TalkSceneSO so)
{
// 不能用 ==,Unity 重载了 ==,已销毁的对象 == null 为 true
if (ReferenceEquals(_target, so)) return;
_target = so;
if (_editor != null)
{
Object.DestroyImmediate(_editor);
_editor = null;
}
if (so != null)
{
_editor = Editor.CreateEditor(so);
}
}
public void OnGUI()
{
if (_editor == null)
{
EditorGUILayout.HelpBox("请在图中选中一个章节节点以编辑属性", MessageType.Info);
return;
}
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
EditorGUI.BeginChangeCheck();
var newColor = EditorGUILayout.ColorField("节点颜色", _target.nodeColor);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(_target, "Change Node Color");
_target.nodeColor = newColor;
EditorUtility.SetDirty(_target);
OnColorChanged?.Invoke(_target);
}
EditorGUILayout.Space(6);
_editor.OnInspectorGUI();
EditorGUILayout.EndScrollView();
}
public void Destroy()
{
if (_editor != null)
{
Object.DestroyImmediate(_editor);
_editor = null;
}
_target = null;
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using AibisDream;
using UnityEditor;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UIElements;
namespace AibisDream.SystemEditor
{
public class ChapterGraphView : GraphView
{
public event Action<TalkSceneSO> OnNodeSelected;
public event Action<TalkSceneSO> OnNodeDeleted;
private const float HorizontalSpacing = 420f;
private const float VerticalSpacing = 220f;
public const string DefaultFolderPrefKey = "AibisDream.ChapterGraph.DefaultFolder";
public const string DefaultFolder = "Assets/ScriptableObjects/SceneSO";
public ChapterGraphView()
{
style.flexGrow = 1;
SetupZoom(ContentZoomer.DefaultMinScale, ContentZoomer.DefaultMaxScale);
this.AddManipulator(new ContentDragger());
this.AddManipulator(new SelectionDragger());
this.AddManipulator(new RectangleSelector());
var grid = new GridBackground();
Insert(0, grid);
grid.StretchToParentSize();
graphViewChanged += OnGraphViewChanged;
}
public void UpdateNodeColor(TalkSceneSO so)
{
foreach (var node in graphElements.OfType<ChapterNode>())
{
if (node.SceneSo == so)
{
node.UpdateColor();
break;
}
}
}
public void LoadGraph(string folderPath = null)
{
ClearGraph();
var guids = AssetDatabase.FindAssets("t:TalkSceneSO", folderPath != null ? new[] { folderPath } : null);
var allSos = guids.Select(g => AssetDatabase.LoadAssetAtPath<TalkSceneSO>(AssetDatabase.GUIDToAssetPath(g))).Where(so => so != null).ToList();
var nodeMap = new Dictionary<TalkSceneSO, ChapterNode>();
// 创建节点
foreach (var so in allSos)
{
var node = new ChapterNode(so);
AddElement(node);
nodeMap[so] = node;
}
// 创建连线
foreach (var so in allSos)
{
if (so.exits == null) continue;
if (!nodeMap.TryGetValue(so, out var sourceNode)) continue;
for (int i = 0; i < so.exits.Count; i++)
{
var exit = so.exits[i];
if (exit == null || exit.targetScene == null) continue;
if (!nodeMap.TryGetValue(exit.targetScene, out var targetNode)) continue;
var outputPort = sourceNode.GetOutputPort(i);
var inputPort = targetNode.InputPort;
if (outputPort == null || inputPort == null) continue;
var edge = new Edge
{
output = outputPort,
input = inputPort
};
edge.output.Connect(edge);
edge.input.Connect(edge);
AddElement(edge);
}
}
}
public void ClearGraph()
{
// 清除所有元素
var elementsToRemove = graphElements.ToList();
foreach (var element in elementsToRemove)
{
RemoveElement(element);
}
}
public override void BuildContextualMenu(ContextualMenuPopulateEvent evt)
{
base.BuildContextualMenu(evt);
if (evt.target is GraphView)
{
var mousePosition = contentViewContainer.WorldToLocal(evt.mousePosition);
evt.menu.AppendAction("添加章节节点", (_) => CreateChapterNodeAt(mousePosition));
}
}
public override List<Port> GetCompatiblePorts(Port startPort, NodeAdapter nodeAdapter)
{
var compatiblePorts = new List<Port>();
var startNode = startPort.node as ChapterNode;
if (startNode == null) return compatiblePorts;
ports.ForEach(port =>
{
var targetNode = port.node as ChapterNode;
if (targetNode == null) return;
if (targetNode == startNode) return;
if (startPort.direction == port.direction) return;
if (startPort.node == port.node) return;
compatiblePorts.Add(port);
});
return compatiblePorts;
}
private GraphViewChange OnGraphViewChanged(GraphViewChange change)
{
// 先处理节点删除确认:用户取消则从移除列表中剔除
if (change.elementsToRemove != null)
{
var nodesToRemove = change.elementsToRemove.OfType<ChapterNode>().ToList();
foreach (var node in nodesToRemove)
{
if (!ConfirmRemoveNode(node))
{
change.elementsToRemove.Remove(node);
// 同时保留与该节点相连的边,避免边被单独删掉
var edgesToKeep = change.elementsToRemove.OfType<Edge>()
.Where(e => e.output?.node == node || e.input?.node == node)
.ToList();
foreach (var edge in edgesToKeep)
{
change.elementsToRemove.Remove(edge);
}
}
}
}
// 处理 Edge 删除
if (change.elementsToRemove != null)
{
foreach (var edge in change.elementsToRemove.OfType<Edge>())
{
HandleEdgeRemoved(edge);
}
foreach (var node in change.elementsToRemove.OfType<ChapterNode>())
{
HandleNodeRemoved(node);
}
}
// 处理 Edge 创建
if (change.edgesToCreate != null)
{
foreach (var edge in change.edgesToCreate)
{
HandleEdgeCreated(edge);
}
}
// 处理节点移动
if (change.movedElements != null)
{
foreach (var element in change.movedElements)
{
if (element is ChapterNode node)
{
node.SyncPositionToSo();
}
}
}
return change;
}
private void HandleEdgeCreated(Edge edge)
{
if (!(edge.output?.node is ChapterNode sourceNode)) return;
if (!(edge.input?.node is ChapterNode targetNode)) return;
var sourceSo = sourceNode.SceneSo;
var targetSo = targetNode.SceneSo;
if (sourceSo == null || targetSo == null) return;
int exitIndex = edge.output.userData is int idx ? idx : -1;
if (exitIndex < 0 || exitIndex >= sourceSo.exits.Count) return;
Undo.RecordObject(sourceSo, "Connect Chapter");
sourceSo.exits[exitIndex].targetScene = targetSo;
EditorUtility.SetDirty(sourceSo);
}
private void HandleEdgeRemoved(Edge edge)
{
if (!(edge.output?.node is ChapterNode sourceNode)) return;
var sourceSo = sourceNode.SceneSo;
if (sourceSo == null) return;
int exitIndex = edge.output.userData is int idx ? idx : -1;
if (exitIndex < 0 || exitIndex >= sourceSo.exits.Count) return;
Undo.RecordObject(sourceSo, "Disconnect Chapter");
sourceSo.exits[exitIndex].targetScene = null;
EditorUtility.SetDirty(sourceSo);
}
private bool ConfirmRemoveNode(ChapterNode node)
{
var so = node.SceneSo;
if (so == null) return true;
var referrers = new List<string>();
foreach (var other in graphElements.OfType<ChapterNode>())
{
if (other == node) continue;
if (other.SceneSo == null || other.SceneSo.exits == null) continue;
foreach (var exit in other.SceneSo.exits)
{
if (exit.targetScene == so)
{
referrers.Add(string.IsNullOrEmpty(other.SceneSo.title) ? other.SceneSo.name : other.SceneSo.title);
break;
}
}
}
var name = string.IsNullOrEmpty(so.title) ? so.name : so.title;
var msg = $"确定要删除章节节点 \"{name}\" 吗?";
if (referrers.Count > 0)
{
msg += $"\n\n以下节点仍引用该节点:\n• {string.Join("\n ", referrers)}";
}
return EditorUtility.DisplayDialog("删除确认", msg, "删除", "取消");
}
private void HandleNodeRemoved(ChapterNode node)
{
var so = node.SceneSo;
if (so == null) return;
var path = AssetDatabase.GetAssetPath(so);
if (!string.IsNullOrEmpty(path))
{
AssetDatabase.DeleteAsset(path);
}
OnNodeDeleted?.Invoke(so);
}
public override void AddToSelection(ISelectable selectable)
{
base.AddToSelection(selectable);
NotifySelectionChanged();
}
public override void RemoveFromSelection(ISelectable selectable)
{
base.RemoveFromSelection(selectable);
NotifySelectionChanged();
}
public override void ClearSelection()
{
base.ClearSelection();
NotifySelectionChanged();
}
private void NotifySelectionChanged()
{
var selectedNode = selection.OfType<ChapterNode>().FirstOrDefault();
OnNodeSelected?.Invoke(selectedNode?.SceneSo);
}
public void CreateChapterNodeAt(Vector2 position, string defaultFolder = null)
{
var folder = defaultFolder ?? EditorPrefs.GetString(DefaultFolderPrefKey, DefaultFolder);
var path = EditorUtility.SaveFilePanelInProject("新建章节", "NewChapter", "asset", "选择新章节的保存位置", folder);
if (string.IsNullOrEmpty(path)) return;
var so = ScriptableObject.CreateInstance<TalkSceneSO>();
so.name = System.IO.Path.GetFileNameWithoutExtension(path);
so.title = "新章节";
so.nodeColor = new Color(0.85f, 0.45f, 0.45f);
so.graphPosition = position;
so.exits = new System.Collections.Generic.List<SceneExit>();
AssetDatabase.CreateAsset(so, path);
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
// 记住文件夹
var savedFolder = System.IO.Path.GetDirectoryName(path)?.Replace('\\', '/');
if (!string.IsNullOrEmpty(savedFolder))
{
EditorPrefs.SetString(DefaultFolderPrefKey, savedFolder);
}
var node = new ChapterNode(so);
AddElement(node);
}
public void AutoLayout()
{
var nodes = graphElements.OfType<ChapterNode>().ToList();
if (nodes.Count == 0) return;
// 计算入度
var inDegree = nodes.ToDictionary(n => n, _ => 0);
var edges = graphElements.OfType<Edge>().ToList();
foreach (var edge in edges)
{
if (edge.input?.node is ChapterNode target && inDegree.ContainsKey(target))
{
inDegree[target]++;
}
}
// 分层 BFS
var layer = new Dictionary<ChapterNode, int>();
var queue = new Queue<ChapterNode>();
// 入度为 0 的节点作为起点
foreach (var node in nodes)
{
if (inDegree[node] == 0)
{
layer[node] = 0;
queue.Enqueue(node);
}
}
// 如果没有入度为 0 的节点(纯循环),任选一个作为起点
if (queue.Count == 0)
{
layer[nodes[0]] = 0;
queue.Enqueue(nodes[0]);
}
while (queue.Count > 0)
{
var current = queue.Dequeue();
var currentLayer = layer[current];
foreach (var edge in edges)
{
if (edge.output?.node == current && edge.input?.node is ChapterNode next)
{
if (!layer.ContainsKey(next))
{
layer[next] = currentLayer + 1;
queue.Enqueue(next);
}
else
{
layer[next] = Math.Max(layer[next], currentLayer + 1);
}
}
}
}
// 为未分配层级的节点(孤立或不连通部分)分配层级
foreach (var node in nodes)
{
if (!layer.ContainsKey(node))
{
layer[node] = 0;
}
}
// 按层级分组并计算位置
var groups = layer.GroupBy(kvp => kvp.Value).OrderBy(g => g.Key).ToList();
Undo.RecordObjects(nodes.Select(n => n.SceneSo).ToArray(), "Auto Layout");
for (int i = 0; i < groups.Count; i++)
{
var group = groups[i];
var groupNodes = group.ToList();
float x = group.Key * HorizontalSpacing;
float startY = -(groupNodes.Count - 1) * VerticalSpacing / 2f;
for (int j = 0; j < groupNodes.Count; j++)
{
var node = groupNodes[j].Key;
var y = startY + j * VerticalSpacing;
var newPos = new Vector2(x, y);
node.SetPosition(new Rect(newPos, Vector2.zero));
node.SceneSo.graphPosition = newPos;
EditorUtility.SetDirty(node.SceneSo);
}
}
}
public void ValidateGraph()
{
var nodes = graphElements.OfType<ChapterNode>().ToList();
var issues = new List<string>();
var soSet = new HashSet<TalkSceneSO>(nodes.Select(n => n.SceneSo));
// 孤立节点
foreach (var node in nodes)
{
var so = node.SceneSo;
bool hasIncoming = graphElements.OfType<Edge>().Any(e => e.input?.node == node);
bool hasOutgoing = so.exits != null && so.exits.Any(e => e.targetScene != null);
if (!hasIncoming && !hasOutgoing)
{
issues.Add($"孤立节点: {so.name} (没有入边也没有出边)");
}
}
// 循环引用 (DFS)
var visited = new HashSet<TalkSceneSO>();
var visiting = new HashSet<TalkSceneSO>();
foreach (var so in soSet)
{
if (!visited.Contains(so))
{
CheckCycle(so, visited, visiting, soSet, issues);
}
}
// 空 exitName
foreach (var node in nodes)
{
var so = node.SceneSo;
if (so.exits == null) continue;
for (int i = 0; i < so.exits.Count; i++)
{
if (string.IsNullOrEmpty(so.exits[i].exitName))
{
issues.Add($"空 exitName: {so.name} 的第 {i + 1} 个出口");
}
}
}
if (issues.Count == 0)
{
EditorUtility.DisplayDialog("验证结果", "图表验证通过,未发现问题。", "确定");
}
else
{
var msg = string.Join("\n", issues.Take(20));
if (issues.Count > 20)
{
msg += $"\n... 还有 {issues.Count - 20} 个问题";
}
EditorUtility.DisplayDialog($"验证发现 {issues.Count} 个问题", msg, "确定");
}
}
private void CheckCycle(TalkSceneSO current, HashSet<TalkSceneSO> visited, HashSet<TalkSceneSO> visiting, HashSet<TalkSceneSO> soSet, List<string> issues)
{
visited.Add(current);
visiting.Add(current);
if (current.exits != null)
{
foreach (var exit in current.exits)
{
var next = exit.targetScene;
if (next == null || !soSet.Contains(next)) continue;
if (visiting.Contains(next))
{
issues.Add($"循环引用: {current.name} -> {next.name}");
continue;
}
if (!visited.Contains(next))
{
CheckCycle(next, visited, visiting, soSet, issues);
}
}
}
visiting.Remove(current);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 913b090485a3d844fab3e436e7bf4f57
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+282
View File
@@ -0,0 +1,282 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AibisDream;
using UnityEditor;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UIElements;
namespace AibisDream.SystemEditor
{
public class ChapterNode : Node
{
public TalkSceneSO SceneSo { get; }
public Port InputPort { get; private set; }
private const float PortLabelMaxWidth = 120f;
public ChapterNode(TalkSceneSO so)
{
SceneSo = so ?? throw new ArgumentNullException(nameof(so));
// 节点整体放大
style.minWidth = 240;
style.paddingTop = 8;
style.paddingBottom = 8;
style.paddingLeft = 10;
style.paddingRight = 10;
UpdateTitle();
UpdateColor();
BuildInputPort();
BuildOutputPorts();
BuildSubtitle();
BuildAddExitButton();
SetPosition(new Rect(so.graphPosition, Vector2.zero));
// 放大标题
var titleLabel = this.Q<Label>("title-label");
if (titleLabel != null)
{
titleLabel.style.fontSize = 16;
titleLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
}
}
public void UpdateTitle()
{
title = string.IsNullOrEmpty(SceneSo.title) ? SceneSo.name : SceneSo.title;
}
public override void BuildContextualMenu(ContextualMenuPopulateEvent evt)
{
base.BuildContextualMenu(evt);
if (SceneSo.exits != null && SceneSo.exits.Count > 0)
{
for (int i = 0; i < SceneSo.exits.Count; i++)
{
var exit = SceneSo.exits[i];
var name = string.IsNullOrEmpty(exit.exitName) ? $"出口{i}" : exit.exitName;
var idx = i;
evt.menu.AppendAction($"删除出口/{name}", _ => RemoveExitAt(idx));
}
}
}
public void UpdateColor()
{
style.backgroundColor = new StyleColor(SceneSo.nodeColor);
}
private void BuildInputPort()
{
InputPort = Port.Create<Edge>(
Orientation.Horizontal,
Direction.Input,
Port.Capacity.Single,
typeof(TalkSceneSO));
InputPort.portName = "▶";
InputPort.style.fontSize = 14;
InputPort.AddManipulator(new EdgeConnector<Edge>(new EmptyEdgeListener()));
inputContainer.Add(InputPort);
}
private void BuildOutputPorts()
{
outputContainer.Clear();
if (SceneSo.exits == null) return;
for (int i = 0; i < SceneSo.exits.Count; i++)
{
var exit = SceneSo.exits[i];
var port = CreateOutputPort(exit, i);
outputContainer.Add(port);
}
}
private Port CreateOutputPort(SceneExit exit, int index)
{
var port = Port.Create<Edge>(
Orientation.Horizontal,
Direction.Output,
Port.Capacity.Single,
typeof(TalkSceneSO));
port.portName = string.IsNullOrEmpty(exit.exitName) ? $"出口{index}" : exit.exitName;
port.userData = index;
// 限制端口标签宽度并放大字体
var label = port.Q<Label>("type");
if (label != null)
{
label.style.maxWidth = PortLabelMaxWidth;
label.style.fontSize = 12;
}
port.AddManipulator(new EdgeConnector<Edge>(new EmptyEdgeListener()));
port.RegisterCallback<ContextualMenuPopulateEvent>((evt) =>
{
var currentIndex = port.userData is int idx ? idx : -1;
evt.menu.AppendAction("删除出口", (_) => RemoveExitAt(currentIndex));
}, TrickleDown.TrickleDown);
return port;
}
private void BuildSubtitle()
{
var subtitleLabel = new Label($"{SceneSo.name}")
{
style =
{
fontSize = 12,
unityTextAlign = TextAnchor.MiddleCenter,
color = new Color(0.8f, 0.8f, 0.8f),
paddingTop = 4,
paddingBottom = 2
}
};
extensionContainer.Add(subtitleLabel);
RefreshExpandedState();
}
private void BuildAddExitButton()
{
var removeButton = new Button(() => RemoveLastExit())
{
text = "-",
style =
{
width = 26,
height = 22,
fontSize = 16,
unityFontStyleAndWeight = FontStyle.Bold,
marginRight = 4
}
};
titleButtonContainer.Add(removeButton);
var addButton = new Button(() => AddExit())
{
text = "+",
style = { width = 26, height = 22, fontSize = 16, unityFontStyleAndWeight = FontStyle.Bold }
};
titleButtonContainer.Add(addButton);
}
private void RemoveLastExit()
{
if (SceneSo.exits == null || SceneSo.exits.Count == 0) return;
RemoveExitAt(SceneSo.exits.Count - 1);
}
public void AddExit()
{
Undo.RecordObject(SceneSo, "Add Exit");
if (SceneSo.exits == null)
SceneSo.exits = new System.Collections.Generic.List<SceneExit>();
var newExit = new SceneExit
{
exitName = $"exit_{SceneSo.exits.Count}"
};
SceneSo.exits.Add(newExit);
EditorUtility.SetDirty(SceneSo);
var newPort = CreateOutputPort(newExit, SceneSo.exits.Count - 1);
outputContainer.Add(newPort);
RefreshPorts();
}
public void RemoveExitAt(int index)
{
if (SceneSo.exits == null || index < 0 || index >= SceneSo.exits.Count) return;
// 断开并移除该端口的所有边
var portToRemove = GetOutputPort(index);
if (portToRemove != null)
{
var edges = portToRemove.connections.ToList();
foreach (var edge in edges)
{
edge.input?.Disconnect(edge);
edge.output?.Disconnect(edge);
edge.RemoveFromHierarchy();
}
portToRemove.RemoveFromHierarchy();
}
Undo.RecordObject(SceneSo, "Remove Exit");
SceneSo.exits.RemoveAt(index);
EditorUtility.SetDirty(SceneSo);
// 更新后续端口的 userData 和 portName
for (int i = index; i < SceneSo.exits.Count; i++)
{
var port = GetOutputPort(i);
if (port != null)
{
port.userData = i;
var exit = SceneSo.exits[i];
port.portName = string.IsNullOrEmpty(exit.exitName) ? $"出口{i}" : exit.exitName;
}
}
RefreshPorts();
}
public void RefreshOutputPorts()
{
// 先断开所有输出端口的边
var edgesToRemove = outputContainer.Children()
.OfType<Port>()
.SelectMany(p => p.connections.ToList())
.ToList();
foreach (var edge in edgesToRemove)
{
edge.input?.Disconnect(edge);
edge.output?.Disconnect(edge);
edge.RemoveFromHierarchy();
}
BuildOutputPorts();
RefreshPorts();
}
public Port GetOutputPort(int index)
{
return outputContainer.Children().OfType<Port>().ElementAtOrDefault(index);
}
public override void SetPosition(Rect newPos)
{
base.SetPosition(newPos);
if (SceneSo != null)
{
SceneSo.graphPosition = newPos.position;
EditorUtility.SetDirty(SceneSo);
}
}
public void SyncPositionToSo()
{
if (SceneSo == null) return;
var pos = GetPosition();
if (SceneSo.graphPosition != pos.position)
{
SceneSo.graphPosition = pos.position;
EditorUtility.SetDirty(SceneSo);
}
}
private class EmptyEdgeListener : IEdgeConnectorListener
{
public void OnDropOutsidePort(Edge edge, Vector2 position) { }
public void OnDrop(GraphView graphView, Edge edge) { }
}
}
}
@@ -0,0 +1,11 @@
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serializedVersion: 2
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userData:
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@@ -0,0 +1,31 @@
using UnityEditor;
using UnityEngine;
namespace AibisDream.SystemEditor
{
[CustomEditor(typeof(TalkSceneSO))]
public class TalkSceneSOEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(serializedObject.FindProperty("exits"), true);
EditorGUILayout.PropertyField(serializedObject.FindProperty("yarnProject"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("firstSceneName"));
EditorGUILayout.Space();
EditorGUILayout.LabelField("显示信息", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(serializedObject.FindProperty("title"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("description"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("coverPic"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("chapter"));
EditorGUILayout.Space();
EditorGUILayout.LabelField("编辑器设置", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(serializedObject.FindProperty("nodeColor"), new GUIContent("节点颜色"));
serializedObject.ApplyModifiedProperties();
}
}
}
@@ -0,0 +1,11 @@
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serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- ChangBanDianSong 12
fallbackFontReferences: []
customCharacters:
fontRenderingMode: 0
ascentCalculationMode: 1
useLegacyBoundsCalculation: 0
shouldRoundAdvanceValue: 1
userData:
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+205
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@@ -0,0 +1,205 @@
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