- Implemented WorldStateFlagAttribute to mark string fields as world state flags. - Created NarrativeNPCEditor for custom inspector to visualize dialogue version activation states. - Developed WorldStateFlagDrawer to provide dropdown menu for known flags in the inspector. - Introduced ActorModule for managing DialogueActorSO assets, including viewing, creating, and deleting actors. - Added DialogueModule for managing DialogueSequenceSO assets with detailed previews and action bars. - Established QuestModule for managing QuestSO assets, including objectives and branches. - Implemented QuestManagerPostprocessor to automatically refresh QuestManager's quest list on asset changes.
225 lines
9.0 KiB
C#
225 lines
9.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Input;
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using BaseGames.World;
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using UnityEngine;
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namespace BaseGames.Dialogue
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{
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/// <summary>
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/// 对话管理器(架构 14_NarrativeModule §4)。
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/// 驱动 DialogueUI 打字机效果;管理 Action Map 切换;向 QuestManager 广播对话完成事件。
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/// 在 Awake 中注册到 ServiceLocator。
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/// </summary>
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public class DialogueManager : MonoBehaviour, IDialogueService
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{
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[SerializeField] private DialogueUI _dialogueBox;
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[SerializeField] private InputReaderSO _inputReader;
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[SerializeField] private WorldStateRegistry _worldState;
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[Header("事件频道")]
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[SerializeField] private VoidEventChannelSO _onDialogueStarted;
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[SerializeField] private VoidEventChannelSO _onDialogueEnded;
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[SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // → EVT_NpcDialogueCompleted (npcId)
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[SerializeField] private VoidEventChannelSO _onLineStarted; // 每行开始打字时广播
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[SerializeField] private VoidEventChannelSO _onLineEnded; // 每行玩家确认后广播
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private bool _skipRequested;
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// ── 复用 Yield 指令,避免协程每行 new WaitUntil 闭包 ───────────────
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private sealed class WaitTypingOrSkip : CustomYieldInstruction
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{
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private readonly DialogueManager _m;
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public WaitTypingOrSkip(DialogueManager m) => _m = m;
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public override bool keepWaiting => _m._dialogueBox.IsTyping && !_m._skipRequested;
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}
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private sealed class WaitSkip : CustomYieldInstruction
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{
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private readonly DialogueManager _m;
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public WaitSkip(DialogueManager m) => _m = m;
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public override bool keepWaiting => !_m._skipRequested;
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}
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private WaitTypingOrSkip _waitTypingOrSkip;
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private WaitSkip _waitSkip;
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/// <summary>
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/// 当 IsDialogueActive 时排队等待的对话请求。
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/// 支持脚本触发的连续对话序列(如剧情链、事件链触发的对话),
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/// 但容量上限为 8,避免因误触导致无限排队。
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/// </summary>
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private readonly Queue<(DialogueSequenceSO seq, string npcId)> _pending = new();
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private const int PendingCapacity = 8;
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/// <summary>当前是否有对话正在播放。</summary>
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public bool IsDialogueActive { get; private set; }
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// ── 生命周期 ──────────────────────────────────────────────────────
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private void Awake()
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{
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if (ServiceLocator.GetOrDefault<IDialogueService>() != null) { Destroy(gameObject); return; }
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ServiceLocator.Register<IDialogueService>(this);
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_waitTypingOrSkip = new WaitTypingOrSkip(this);
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_waitSkip = new WaitSkip(this);
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}
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private void OnDestroy()
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{
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ServiceLocator.Unregister<IDialogueService>(this);
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}
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private void OnEnable()
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{
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if (_inputReader != null) _inputReader.SubmitEvent += OnSubmit;
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}
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private void OnDisable()
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{
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if (_inputReader != null) _inputReader.SubmitEvent -= OnSubmit;
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_pending.Clear();
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// 若对话协程在组件禁用或场景切换时仍在运行,Unity 会强制杀死协程但不调用
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// EndDialogue(),导致 Action Map 永久停留在 UI 模式。此处主动恢复。
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if (IsDialogueActive)
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{
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StopAllCoroutines();
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_dialogueBox?.Hide();
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IsDialogueActive = false;
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_inputReader?.EnableGameplayInput();
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}
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}
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// ── 公开 API ──────────────────────────────────────────────────────
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/// <summary>
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/// 启动对话序列。
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/// 若已有对话在播放,请求会进入等待队列(上限 <see cref="PendingCapacity"/>),
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/// 待当前对话结束后依序自动播放;超出上限的请求被丢弃。
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/// 由 InteractableNPC.Interact() 调用。
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/// </summary>
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/// <param name="sequence">要播放的对话序列 SO。</param>
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/// <param name="npcId">NPC 标识符,对话结束时随 EVT_NpcDialogueCompleted 广播。</param>
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public void StartDialogue(DialogueSequenceSO sequence, string npcId = "")
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{
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if (sequence == null) return;
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if (IsDialogueActive)
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{
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if (_pending.Count < PendingCapacity)
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_pending.Enqueue((sequence, npcId));
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return;
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}
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PlayImmediate(sequence, npcId);
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}
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private void PlayImmediate(DialogueSequenceSO sequence, string npcId)
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{
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IsDialogueActive = true;
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_skipRequested = false;
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if (_inputReader != null) _inputReader.EnableUIInput();
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_onDialogueStarted?.Raise();
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StartCoroutine(PlaySequence(sequence, npcId));
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}
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// ── 输入回调 ──────────────────────────────────────────────────────
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private void OnSubmit() => _skipRequested = true;
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// ── 内部协程 ──────────────────────────────────────────────────────
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private IEnumerator PlaySequence(DialogueSequenceSO sequence, string npcId)
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{
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var resolved = ResolveVariant(sequence);
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if (resolved.lines == null || resolved.lines.Length == 0)
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{
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EndDialogue(npcId);
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yield break;
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}
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foreach (var line in resolved.lines)
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{
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_skipRequested = false;
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_dialogueBox.ShowLine(line);
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_onLineStarted?.Raise();
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// 等待打字完成,期间允许跳过
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yield return _waitTypingOrSkip;
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if (_dialogueBox.IsTyping) _dialogueBox.SkipTyping();
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// 等待玩家按 Submit 推进下一行
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_skipRequested = false;
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yield return _waitSkip;
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_onLineEnded?.Raise();
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}
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EndDialogue(npcId);
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}
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private void EndDialogue(string npcId)
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{
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_dialogueBox.Hide();
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IsDialogueActive = false;
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if (_inputReader != null) _inputReader.EnableGameplayInput();
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_onDialogueEnded?.Raise();
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if (!string.IsNullOrEmpty(npcId))
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_onNpcDialogueCompleted?.Raise(npcId);
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// 自动播放队首等待中的对话(脚本触发的连续序列)
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if (_pending.Count > 0)
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{
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var (seq, id) = _pending.Dequeue();
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PlayImmediate(seq, id);
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}
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}
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/// <summary>
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/// 根据 ConditionalVariant 选择正确的序列版本。
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/// 按顺序检查 variants:所有 requiredFlags 均满足的第一个变体胜出(AND 关系);
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/// 未注入 WorldStateRegistry 或无满足条件的变体时,返回原序列(默认)。
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/// </summary>
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private DialogueSequenceSO ResolveVariant(DialogueSequenceSO sequence)
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{
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if (sequence.variants == null || sequence.variants.Length == 0)
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return sequence;
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if (_worldState != null)
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{
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foreach (var variant in sequence.variants)
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{
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if (variant.sequence == null) continue;
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if (variant.requiredFlags == null || variant.requiredFlags.Length == 0)
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return variant.sequence; // 无条件变体:直接采用
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bool allMet = true;
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foreach (var flag in variant.requiredFlags)
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{
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if (!string.IsNullOrEmpty(flag) && !_worldState.HasFlag(flag))
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{
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allMet = false;
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break;
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}
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}
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if (allMet) return variant.sequence;
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}
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}
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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else if (sequence.variants.Length > 0)
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{
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Debug.LogWarning(
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$"[DialogueManager] 序列 '{sequence.sequenceId}' 有 {sequence.variants.Length} 个条件变体," +
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"但 WorldStateRegistry 未注入,将使用默认序列。请检查 Inspector 中的 _worldState 字段。",
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this);
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}
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#endif
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return sequence;
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}
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}
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}
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