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