using System.Collections;
using Newtonsoft.Json.Linq;
using UnityEngine;
namespace AibisDream.SaveSystem
{
///
/// 将 逐项写回运行时(纯内存,不读盘)。
///
/// 顺序:Yarn 变量 → 场景加载 → 设置章节 → 各 Provider(按 RestoreOrder)→ 锚点加载对话并重进节点。
/// 完整淡入淡出时序由 P4 在 扩展。
///
///
public static class SnapshotRestore
{
///
/// 还原 Yarn 变量、场景、章节与各 section;不包含锚点重进(由 或上层编排)。
///
public static IEnumerator Restore(YarnVariableStorage storage, SaveSnapshot snapshot)
{
if (snapshot == null)
{
Debug.LogError("[SnapshotRestore] snapshot 为 null");
yield break;
}
RestoreYarnVariables(storage, snapshot);
yield return RestoreScene(snapshot);
RestoreSceneSo(snapshot);
foreach (var provider in SnapshotRegistry.GetOrderedProviders())
{
if (!snapshot.sections.TryGetValue(provider.SaveId, out var dto) || dto == null)
{
continue;
}
dto = CoerceSectionDto(provider.SaveId, dto);
yield return provider.Restore(dto);
}
if (snapshot.deepRepair != null && snapshot.deepRepair.sections != null
&& snapshot.deepRepair.sections.Count > 0)
{
Debug.LogWarning("[SnapshotRestore] DeepRepair 段尚未实现,已跳过(P5)。");
}
}
///
/// 按 加载对话工程并重新进入 Yarn 节点,实现「所见即所存」。
/// 调用前应已完成场景加载与各 provider 还原。
///
public static IEnumerator RestoreAnchor(SaveSnapshot snapshot)
{
if (snapshot?.anchor == null || string.IsNullOrEmpty(snapshot.anchor.nodeName))
{
yield break;
}
var dialog = DialogController.Instance;
if (dialog == null) yield break;
var runner = dialog.DialogueRunner;
if (runner == null) yield break;
// 若当前 Runner 未加载对应 YarnProject,则先加载
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)
{
Debug.LogWarning(
$"[SnapshotRestore] YarnProject 不匹配:当前 {runner.YarnProject.name},存档 {snapshot.anchor.yarnProjectId}");
}
}
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) return;
storage.SetAllVariables(vars.floats, vars.strings, vars.bools);
}
private static IEnumerator RestoreScene(SaveSnapshot snapshot)
{
if (snapshot.scene == null || string.IsNullOrEmpty(snapshot.scene.sceneName))
{
yield break;
}
var sceneLoader = SceneLoader.Instance;
if (sceneLoader == null)
{
Debug.LogError("[SnapshotRestore] SceneLoader 未初始化,无法加载场景");
yield break;
}
yield return sceneLoader.LoadSceneAsync(snapshot.scene.sceneName);
}
private static void RestoreSceneSo(SaveSnapshot snapshot)
{
if (snapshot.anchor == null || string.IsNullOrEmpty(snapshot.anchor.sceneSoName))
{
return;
}
var gameManager = GameManager.Instance;
if (gameManager == null)
{
Debug.LogWarning("[SnapshotRestore] GameManager 未初始化,无法设置章节 SO");
return;
}
gameManager.SetSceneSoByName(snapshot.anchor.sceneSoName);
}
///
/// 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.Fix => jobj.ToObject(),
SnapshotProviderIds.Screen => jobj.ToObject(),
_ => jobj
};
}
}
}