feat: 优化存档管理,增强链状态获取逻辑,添加 ISaveable 接口支持

This commit is contained in:
2026-05-20 16:37:32 +08:00
parent acb36d750f
commit 04aec4cc8e
4 changed files with 51 additions and 35 deletions

View File

@@ -195,7 +195,12 @@ namespace BaseGames.Core.Save
public void SetChainCompleted(string chainId)
{ _current ??= new SaveData(); _current.EventChains.ChainStates[chainId] = "Completed"; }
public IEnumerable<string> GetCompletedChains()
=> _current?.EventChains.ChainStates.Keys ?? Enumerable.Empty<string>();
{
if (_current?.EventChains?.ChainStates == null) return System.Linq.Enumerable.Empty<string>();
return _current.EventChains.ChainStates
.Where(kv => kv.Value == "Completed")
.Select(kv => kv.Key);
}
public bool IsFirstClear(string challengeId)
{

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using BaseGames.Player.States;
@@ -26,6 +27,9 @@ namespace BaseGames.Equipment
Debug.Assert(_toolCatalog != null, "[ToolSlotManager] _toolCatalog 未赋值,请在 Inspector 中指定 ToolCatalogSO。", this);
}
private void OnEnable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
private void OnDisable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
// ── 装备 ─────────────────────────────────────────────────────────────
public void EquipTool(int slotIndex, ToolSO tool)
{

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using UnityEngine;
namespace BaseGames.EventChain
@@ -12,7 +13,7 @@ namespace BaseGames.EventChain
/// 订阅游戏各系统的 SO 事件频道,转发为中继 C# 事件供 ChainCondition.Register() 绑定。
/// 每当收到新事件时,检查所有链的触发条件。
/// </summary>
public class EventChainManager : MonoBehaviour
public class EventChainManager : MonoBehaviour, ISaveable
{
[Header("所有事件链")]
[SerializeField] private EventChainSO[] _chains;
@@ -49,11 +50,8 @@ namespace BaseGames.EventChain
private void Awake()
{
// 从存档恢复已完成链
var sm = ServiceLocator.GetOrDefault<ISaveService>();
if (sm != null)
foreach (var id in sm.GetCompletedChains())
_completedChains.Add(id);
// 不在此处读取存档数据——LoadAsync 尚未完成_current 为 null。
// 已完成链的恢复由 ISaveable.OnLoad 在 LoadAsync 完成后处理。
}
private void OnEnable()
@@ -64,6 +62,8 @@ namespace BaseGames.EventChain
_onRoomEntered?.Subscribe(id => { OnRoomEntered?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
_onDialogueCompleted?.Subscribe(id => { OnDialogueCompleted?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
// 向每个 Condition 注册中继事件
// 先重置 SO 资产上的运行时状态,防止跨 PlayMode 会话或多场景加载时状态残留
if (_chains == null) return;
@@ -79,6 +79,7 @@ namespace BaseGames.EventChain
private void OnDisable()
{
_subs.Clear();
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
if (_chains == null) return;
foreach (var chain in _chains)
@@ -87,6 +88,25 @@ namespace BaseGames.EventChain
cond?.Unregister(this);
}
// ── ISaveable ─────────────────────────────────────────────────────────
/// <summary>
/// SetChainCompleted 通过 ISaveService 直接写入 SaveDataOnSave 无需操作。
/// </summary>
public void OnSave(SaveData data) { }
/// <summary>
/// LoadAsync 完成后由 GameSaveManager.Register 补发,恢复本会话前已完成的链。
/// 仅恢复状态为 "Completed" 的条目;其他状态(如未来扩展的 "Failed")不影响重入检查。
/// </summary>
public void OnLoad(SaveData data)
{
_completedChains.Clear();
if (data?.EventChains?.ChainStates == null) return;
foreach (var kv in data.EventChains.ChainStates)
if (kv.Value == "Completed")
_completedChains.Add(kv.Key);
}
// ── 评估逻辑 ──────────────────────────────────────────────────────
/// <summary>收到新事件时立即评估所有链条件(无帧延迟)。</summary>
private void EvaluateAll() => DoEvaluateAll();

View File

@@ -1,6 +1,4 @@
using BaseGames.Combat;
using BaseGames.Core;
using BaseGames.Core.Save;
using BaseGames.Feedback;
using UnityEngine;
@@ -8,10 +6,11 @@ namespace BaseGames.World
{
/// <summary>
/// 假墙(秘密通道)。外观与普通墙相同,可通过攻击/接近揭示并穿越。
/// 揭示后禁用碰撞体(不销毁),状态持久化到 WorldSaveData
/// 揭示后禁用碰撞体(不销毁),状态通过 WorldStateRegistry 持久化
/// WorldStateRegistrySaverISaveable统一负责将 Door 分类写入存档。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class FalseWall : MonoBehaviour, IDamageable, ISaveable
public class FalseWall : MonoBehaviour, IDamageable
{
public enum RevealCondition { Proximity, AttackOnce, AlwaysOpen }
@@ -27,6 +26,10 @@ namespace BaseGames.World
[SerializeField] private SpriteRenderer _renderer;
[SerializeField] private SceneFeedback _revealFeedback;
[Header("World State")]
[Tooltip("绑定场景唯一的 WorldStateRegistry ScriptableObject用于持久化揭示状态。")]
[SerializeField] private WorldStateRegistry _registry;
private bool _isRevealed;
// ── IDamageable ───────────────────────────────────────────────────────
@@ -42,16 +45,6 @@ namespace BaseGames.World
// ── Unity Lifecycle ───────────────────────────────────────────────────
private void Awake()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
}
private void OnDestroy()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
}
private void Start()
{
if (_revealCondition == RevealCondition.AlwaysOpen)
@@ -60,21 +53,13 @@ namespace BaseGames.World
_isRevealed = true;
return;
}
}
// ── ISaveable ─────────────────────────────────────────────────────────
public void OnSave(SaveData data)
// 从 WorldStateRegistry 恢复揭示状态(注册表由 WorldStateRegistrySaver.OnLoad 填充)
if (!string.IsNullOrEmpty(_wallId) && (_registry?.IsDoorOpened(_wallId) ?? false))
{
if (_isRevealed && !string.IsNullOrEmpty(_wallId)
&& !data.World.OpenedDoors.Contains(_wallId))
data.World.OpenedDoors.Add(_wallId);
_isRevealed = true;
SetPassThroughImmediate();
}
public void OnLoad(SaveData data)
{
if (string.IsNullOrEmpty(_wallId)) return;
_isRevealed = data.World.OpenedDoors.Contains(_wallId);
if (_isRevealed) SetPassThroughImmediate();
}
private void OnTriggerEnter2D(Collider2D other)
@@ -90,6 +75,7 @@ namespace BaseGames.World
private void Reveal()
{
_isRevealed = true;
_registry?.MarkDoorOpened(_wallId);
_revealFeedback?.Play();
SetPassThroughImmediate();
}
@@ -118,3 +104,4 @@ namespace BaseGames.World
#endif
}
}