添加了对话UI,基本完成对话系统设计

This commit is contained in:
SepComet
2026-02-09 12:56:28 +08:00
parent 197ce38315
commit 26b69bc870
46 changed files with 2598 additions and 11 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using StarForce;
using UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField] private TextAsset _buildInfoTextAsset = null;
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField] private UpdateResourceForm _updateResourceFormTemplate = null;
private BuildInfo _buildInfo = null;
public BuildInfo BuildInfo => _buildInfo;
public UpdateResourceForm UpdateResourceFormTemplate => _updateResourceFormTemplate;
public void InitBuildInfo()
{
if (_buildInfoTextAsset == null || string.IsNullOrEmpty(_buildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (_buildInfo == null)
{
Log.Warning("Parse build info failure.");
return;
}
}
public void InitDefaultDictionary()
{
if (_defaultDictionaryTextAsset == null || string.IsNullOrEmpty(_defaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(_defaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;
}
}
}
}
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using System.Collections.Generic;
using System.Linq;
using Definition.Enum;
using Event;
using UI;
using UnityEngine;
using UnityEngine.Events;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
/// <summary>
/// 核心玩法A控制器,负责拼装规则校验、进度统计与完成判定。
/// </summary>
[DisallowMultipleComponent]
public class CombineComponent : GameFrameworkComponent
{
#region Inspector Config
/// <summary>
/// 是否自动收集子节点中的槽位和部件。
/// </summary>
[SerializeField] private bool _autoCollectChildren = true;
/// <summary>
/// 组件启用时是否自动开始拼装。
/// </summary>
[SerializeField] private bool _autoStartOnEnable = false;
/// <summary>
/// 是否对所有槽位启用全局严格顺序。
/// </summary>
[SerializeField] private bool _strictGlobalOrder = true;
/// <summary>
/// 拖拽时的临时父节点。
/// </summary>
[SerializeField] private Transform _dragRoot = null;
/// <summary>
/// 拼装节点根对象。
/// </summary>
[SerializeField] private Transform _puzzleRoot = null;
/// <summary>
/// 拼装开始时提示文本。
/// </summary>
[SerializeField]
[TextArea(2, 4)]
private string _startHint = "Assemble dougong from lower-to-upper and inner-to-outer.";
/// <summary>
/// 放置顺序错误提示文本。
/// </summary>
[SerializeField]
[TextArea(2, 4)]
private string _wrongOrderHint = "Wrong order. Place lower or inner parts first.";
/// <summary>
/// 部件不匹配提示文本。
/// </summary>
[SerializeField]
[TextArea(2, 4)]
private string _wrongPartHint = "Part does not match this slot.";
/// <summary>
/// 槽位已占用提示文本。
/// </summary>
[SerializeField]
[TextArea(2, 4)]
private string _slotOccupiedHint = "This slot is already occupied.";
/// <summary>
/// 拼装完成提示文本。
/// </summary>
[SerializeField]
[TextArea(2, 4)]
private string _completeHint = "Dougong assembly completed.";
/// <summary>
/// 当前参与拼装的槽位列表。
/// </summary>
[SerializeField] private List<CombineSlot> _slots = new List<CombineSlot>();
/// <summary>
/// 当前参与拼装的可拖拽部件列表。
/// </summary>
[SerializeField] private List<CombineDraggablePart> _parts = new List<CombineDraggablePart>();
/// <summary>
/// 拼装完成事件。
/// </summary>
[SerializeField] private UnityEvent _onPuzzleCompleted = new UnityEvent();
#endregion
#region Runtime State
private CombineFormContext _formContext;
private CombineFormController _formController;
/// <summary>
/// 按顺序排序后的槽位缓存。
/// </summary>
private readonly List<CombineSlot> _orderedSlots = new List<CombineSlot>();
/// <summary>
/// 当前期望放置的槽位索引。
/// </summary>
private int _nextOrderSlotIndex = 0;
/// <summary>
/// 当前已放置部件数量。
/// </summary>
private int _placedCount = 0;
/// <summary>
/// 拼装是否已开始。
/// </summary>
private bool _isStarted = false;
/// <summary>
/// 拼装是否已完成。
/// </summary>
private bool _isCompleted = false;
/// <summary>
/// 拼装是否处于暂停状态。
/// </summary>
private bool _isPaused = false;
#endregion
#region Public Query
/// <summary>
/// 获取拼装是否完成。
/// </summary>
public bool IsCompleted => _isCompleted;
/// <summary>
/// 获取当前步数。
/// </summary>
public int CurrentStep => _placedCount;
/// <summary>
/// 获取总步数。
/// </summary>
public int TotalStep => _orderedSlots.Count;
#endregion
#region Unity Lifecycle
/// <summary>
/// 组件启用时可选自动开始拼装。
/// </summary>
private void OnEnable()
{
if (_autoStartOnEnable)
{
StartPuzzle();
}
}
#endregion
#region Level Lifecycle
/// <summary>
/// 使用关卡数据启动关卡,并打开玩法UI。
/// </summary>
public int? StartLevel(CombineFormContext context)
{
if (context == null)
{
Log.Warning("CoreGameplayA start failed. context is null.");
return null;
}
ClearRuntimeContext();
SetFormContext(context);
EnsureFormController();
// 先关闭上一次UI,避免重复打开。
_formController.CloseUI();
int? serialId = _formController.OpenUI(context);
if (!serialId.HasValue)
{
Log.Warning("CoreGameplayA start failed. OpenUI returned null.");
return null;
}
return serialId;
}
/// <summary>
/// 停止当前关卡并清理运行态。
/// </summary>
public void StopLevel()
{
_formController?.CloseUI();
ClearRuntimeContext();
}
#endregion
#region Puzzle Flow
/// <summary>
/// 启动拼装流程。
/// </summary>
public void StartPuzzle()
{
if (_autoCollectChildren)
{
CollectChildren();
}
BuildOrderedSlotList();
PrepareSlots();
PrepareParts();
_placedCount = 0;
_nextOrderSlotIndex = 0;
_isStarted = true;
_isCompleted = false;
_isPaused = false;
GameEntry.Event.Fire(this, CombineProgressEventArgs.Create(_placedCount, _orderedSlots.Count));
if (!string.IsNullOrEmpty(_startHint))
{
GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(_startHint));
}
}
/// <summary>
/// 暂停拼装输入。
/// </summary>
public void PausePuzzle()
{
_isPaused = true;
}
/// <summary>
/// 恢复拼装输入。
/// </summary>
public void ResumePuzzle()
{
_isPaused = false;
}
/// <summary>
/// 重置并重新开始拼装。
/// </summary>
public void ResetPuzzle()
{
StartPuzzle();
}
#endregion
#region Placement
/// <summary>
/// 尝试将部件放置到目标槽位。
/// </summary>
public bool TryPlacePart(CombineDraggablePart part, CombineSlot slot)
{
if (!CanPlacePart(part, slot))
{
return false;
}
if (!ValidateSlotAvailability(part, slot))
{
return false;
}
if (!ValidatePartType(part, slot))
{
return false;
}
if (!ValidateOrder(part, slot))
{
return false;
}
ApplyPlacement(part, slot);
return true;
}
/// <summary>
/// 放置前通用状态校验。
/// </summary>
private bool CanPlacePart(CombineDraggablePart part, CombineSlot slot)
{
return _isStarted && !_isCompleted && !_isPaused && part != null && slot != null;
}
/// <summary>
/// 校验槽位是否可放置。
/// </summary>
private bool ValidateSlotAvailability(CombineDraggablePart part, CombineSlot slot)
{
if (!slot.IsOccupied)
{
return true;
}
RejectPlace(part, _slotOccupiedHint);
return false;
}
/// <summary>
/// 校验部件类型是否匹配槽位。
/// </summary>
private bool ValidatePartType(CombineDraggablePart part, CombineSlot slot)
{
if (slot.RequiredPartType == part.PartType)
{
return true;
}
string hint = string.IsNullOrEmpty(slot.MismatchHint) ? _wrongPartHint : slot.MismatchHint;
RejectPlace(part, hint);
return false;
}
/// <summary>
/// 校验放置顺序是否符合规则。
/// </summary>
private bool ValidateOrder(CombineDraggablePart part, CombineSlot slot)
{
if (!NeedValidateOrder(slot) || IsExpectedOrderSlot(slot))
{
return true;
}
RejectPlace(part, _wrongOrderHint);
return false;
}
/// <summary>
/// 应用成功放置结果,并推进进度。
/// </summary>
private void ApplyPlacement(CombineDraggablePart part, CombineSlot slot)
{
slot.SetOccupiedPart(part);
part.PlaceToSlot(slot);
_placedCount++;
AdvanceOrderCursor();
PublishExplanation(part, slot);
GameEntry.Event.Fire(this, CombineProgressEventArgs.Create(_placedCount, _orderedSlots.Count));
TryCompletePuzzle();
}
/// <summary>
/// 检查是否完成全部步骤并触发完成事件。
/// </summary>
private void TryCompletePuzzle()
{
if (_placedCount < _orderedSlots.Count)
{
return;
}
_isCompleted = true;
if (!string.IsNullOrEmpty(_completeHint))
{
GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(_completeHint));
}
_onPuzzleCompleted.Invoke();
}
/// <summary>
/// 处理放置失败:部件回弹并提示。
/// </summary>
private void RejectPlace(CombineDraggablePart part, string hint)
{
part.ReturnToSpawnAnimated();
if (!string.IsNullOrEmpty(hint))
{
GameEntry.Event.Fire(this, CombineGuideMessageEventArgs.Create(hint));
}
}
#endregion
#region Runtime Context
/// <summary>
/// 绑定运行时上下文根节点。
/// </summary>
/// <param name="puzzleRoot">拼装根节点。</param>
/// <param name="dragRoot">拖拽根节点。</param>
public void BindRuntimeContext(Transform puzzleRoot, Transform dragRoot = null)
{
_puzzleRoot = puzzleRoot;
if (dragRoot != null)
{
_dragRoot = dragRoot;
}
}
/// <summary>
/// 设置当前UI上下文数据。
/// </summary>
public void SetFormContext(CombineFormContext context)
{
_formContext = context;
}
/// <summary>
/// 获取当前UI上下文数据。
/// </summary>
public CombineFormContext GetFormContext()
{
return _formContext;
}
/// <summary>
/// 清理运行时上下文与状态。
/// </summary>
public void ClearRuntimeContext()
{
_formContext = null;
_puzzleRoot = null;
_dragRoot = null;
_slots.Clear();
_parts.Clear();
_orderedSlots.Clear();
_nextOrderSlotIndex = 0;
_placedCount = 0;
_isStarted = false;
_isCompleted = false;
_isPaused = false;
}
/// <summary>
/// 获取当前拖拽根节点。
/// </summary>
public Transform GetDragRoot()
{
return _dragRoot;
}
/// <summary>
/// 确保表单控制器已创建。
/// </summary>
private void EnsureFormController()
{
if (_formController == null)
{
_formController = new CombineFormController(this);
}
}
#endregion
#region Collection And Preparation
/// <summary>
/// 收集拼装所需的槽位与部件。
/// </summary>
private void CollectChildren()
{
_slots.Clear();
_parts.Clear();
Transform collectRoot = _puzzleRoot != null ? _puzzleRoot : transform;
_slots = collectRoot.GetComponentsInChildren<CombineSlot>(true).ToList();
CollectUniqueParts(collectRoot);
if (_dragRoot != null && !ReferenceEquals(_dragRoot, collectRoot))
{
CollectUniqueParts(_dragRoot);
}
if (_slots.Count == 0 || _parts.Count == 0)
{
Log.Warning("CoreGameplayA collect failed. slots={0}, parts={1}.", _slots.Count.ToString(),
_parts.Count.ToString());
}
}
/// <summary>
/// 从指定根节点收集不重复的可拖拽部件。
/// </summary>
private void CollectUniqueParts(Transform root)
{
if (root == null)
{
return;
}
CombineDraggablePart[] parts = root.GetComponentsInChildren<CombineDraggablePart>(true);
for (int i = 0; i < parts.Length; i++)
{
CombineDraggablePart part = parts[i];
if (part == null || _parts.Contains(part))
{
continue;
}
_parts.Add(part);
}
}
/// <summary>
/// 构建按 BuildOrder 排序后的槽位列表。
/// </summary>
private void BuildOrderedSlotList()
{
_orderedSlots.Clear();
for (int i = 0; i < _slots.Count; i++)
{
CombineSlot slot = _slots[i];
if (slot != null)
{
_orderedSlots.Add(slot);
}
}
_orderedSlots.Sort((a, b) => a.BuildOrder.CompareTo(b.BuildOrder));
}
/// <summary>
/// 初始化槽位控制器绑定与占用状态。
/// </summary>
private void PrepareSlots()
{
for (int i = 0; i < _orderedSlots.Count; i++)
{
CombineSlot slot = _orderedSlots[i];
slot.BindController(this);
slot.ResetSlot();
}
}
/// <summary>
/// 初始化部件控制器绑定与出生点状态。
/// </summary>
private void PrepareParts()
{
for (int i = 0; i < _parts.Count; i++)
{
CombineDraggablePart part = _parts[i];
if (part == null)
{
continue;
}
part.BindController(this);
part.CacheSpawnState();
part.ResetToSpawn();
}
}
#endregion
#region Rule Helpers
/// <summary>
/// 是否需要校验严格顺序。
/// </summary>
private bool NeedValidateOrder(CombineSlot slot)
{
return _strictGlobalOrder || slot.RequireStrictOrder;
}
/// <summary>
/// 当前槽位是否是下一步期望槽位。
/// </summary>
private bool IsExpectedOrderSlot(CombineSlot slot)
{
if (_nextOrderSlotIndex < 0 || _nextOrderSlotIndex >= _orderedSlots.Count)
{
return false;
}
return ReferenceEquals(_orderedSlots[_nextOrderSlotIndex], slot);
}
/// <summary>
/// 推进顺序游标到下一个未占用槽位。
/// </summary>
private void AdvanceOrderCursor()
{
while (_nextOrderSlotIndex < _orderedSlots.Count && _orderedSlots[_nextOrderSlotIndex].IsOccupied)
{
_nextOrderSlotIndex++;
}
}
/// <summary>
/// 发布当前放置对应的力学说明文案。
/// </summary>
private void PublishExplanation(CombineDraggablePart part, CombineSlot slot)
{
string explanation = slot.MechanicsExplanation;
if (string.IsNullOrEmpty(explanation))
{
explanation = part.MechanicsExplanation;
}
if (string.IsNullOrEmpty(explanation))
{
explanation = GetDefaultExplanation(part.PartType);
}
if (!string.IsNullOrEmpty(explanation))
{
GameEntry.Event.Fire(this, CombinePartMessageEventArgs.Create(explanation));
}
}
/// <summary>
/// 兜底力学说明文案。
/// </summary>
private static string GetDefaultExplanation(CombinePartType partType)
{
switch (partType)
{
case CombinePartType.Dou:
return "Dou transfers upper load and works as the base node.";
case CombinePartType.Sheng:
return "Sheng raises layer height to form the bracket hierarchy.";
case CombinePartType.Gong:
return "Gong spreads force laterally through overhang.";
case CombinePartType.Qiao:
return "Qiao continues force transfer to the outer side.";
case CombinePartType.Ang:
return "Ang uses leverage to redirect eave load inward.";
default:
return string.Empty;
}
}
#endregion
}
}
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@@ -0,0 +1,407 @@
using System.Collections.Generic;
using DataTable;
using Definition.Enum;
using Event;
using GameFramework.DataTable;
using GameFramework.Event;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
[DisallowMultipleComponent]
public class DialogComponent : GameFrameworkComponent
{
#region Property
private const int DialogChapterDivisor = 1000;
private const int LineChapterDivisor = 100000000;
private const int LineDialogDivisor = 100000;
private readonly Dictionary<int, DRDialog> _dialogMap = new();
private readonly Dictionary<int, List<DRDialogLine>> _dialogLinesMap = new();
private readonly Dictionary<int, int> _dialogFirstLineIdMap = new();
private IDataTable<DRDialog> _dtDialog;
private IDataTable<DRDialogLine> _dtDialogLine;
private DialogFormController _formController;
private DialogFormContext _formContext;
private int _currentChapterId;
private int _currentLineIndex = -1;
private bool _isInitialized;
private bool _isPlaying;
public bool IsInitialized => _isInitialized;
public bool IsPlaying => _isPlaying;
public int CurrentChapterId => _currentChapterId;
public int CurrentDialogId => _formContext != null ? _formContext.DialogId : 0;
public int CurrentLineId => _formContext != null ? _formContext.CurrentLineId : 0;
#endregion
private void Start()
{
GameEntry.Event.Subscribe(DialogNextLineRequestEventArgs.EventId, OnDialogNextLineRequest);
GameEntry.Event.Subscribe(DialogSkipRequestEventArgs.EventId, OnDialogSkipRequest);
GameEntry.Event.Subscribe(DialogStopRequestEventArgs.EventId, OnDialogStopRequest);
}
private void OnDestroy()
{
GameEntry.Event.Unsubscribe(DialogNextLineRequestEventArgs.EventId, OnDialogNextLineRequest);
GameEntry.Event.Unsubscribe(DialogSkipRequestEventArgs.EventId, OnDialogSkipRequest);
GameEntry.Event.Unsubscribe(DialogStopRequestEventArgs.EventId, OnDialogStopRequest);
}
public bool Init(int chapterId)
{
if (chapterId <= 0)
{
Log.Warning("Dialog init failed. chapterId must be positive.");
return false;
}
if (!EnsureDataTables())
{
return false;
}
StopDialog();
_dialogMap.Clear();
_dialogLinesMap.Clear();
_dialogFirstLineIdMap.Clear();
DRDialog[] dialogRows = _dtDialog.GetDataRows((a, b) => a.Id.CompareTo(b.Id));
for (int i = 0; i < dialogRows.Length; i++)
{
DRDialog dialogRow = dialogRows[i];
if (dialogRow == null)
{
continue;
}
if (ParseChapterIdFromDialogId(dialogRow.Id) != chapterId)
{
continue;
}
_dialogMap[dialogRow.Id] = dialogRow;
}
if (_dialogMap.Count == 0)
{
Log.Warning("Dialog init failed. No dialog rows found for chapter '{0}'.", chapterId.ToString());
return false;
}
DRDialogLine[] lineRows = _dtDialogLine.GetDataRows((a, b) => a.Id.CompareTo(b.Id));
for (int i = 0; i < lineRows.Length; i++)
{
DRDialogLine lineRow = lineRows[i];
if (lineRow == null)
{
continue;
}
if (ParseChapterIdFromLineId(lineRow.Id) != chapterId)
{
continue;
}
int dialogId = ParseDialogIdFromLineId(lineRow.Id);
if (!_dialogMap.ContainsKey(dialogId))
{
continue;
}
if (!_dialogLinesMap.TryGetValue(dialogId, out List<DRDialogLine> dialogLines))
{
dialogLines = new List<DRDialogLine>();
_dialogLinesMap.Add(dialogId, dialogLines);
}
dialogLines.Add(lineRow);
}
List<int> invalidDialogIds = new List<int>();
foreach (KeyValuePair<int, DRDialog> dialogPair in _dialogMap)
{
if (!_dialogLinesMap.TryGetValue(dialogPair.Key, out List<DRDialogLine> dialogLines) ||
dialogLines.Count == 0)
{
Log.Warning("Dialog init warning. Dialog '{0}' has no lines and will be ignored.",
dialogPair.Key.ToString());
invalidDialogIds.Add(dialogPair.Key);
continue;
}
dialogLines.Sort((a, b) => a.Id.CompareTo(b.Id));
_dialogFirstLineIdMap[dialogPair.Key] = dialogLines[0].Id;
}
for (int i = 0; i < invalidDialogIds.Count; i++)
{
_dialogMap.Remove(invalidDialogIds[i]);
}
if (_dialogMap.Count == 0)
{
Log.Warning("Dialog init failed. No valid dialog remains for chapter '{0}'.", chapterId.ToString());
return false;
}
EnsureFormController();
_formContext = null;
_currentChapterId = chapterId;
_currentLineIndex = -1;
_isInitialized = true;
_isPlaying = false;
return true;
}
public bool StartDialog(int dialogId)
{
if (!_isInitialized)
{
Log.Warning("Start dialog failed. Dialog component is not initialized.");
return false;
}
if (ParseChapterIdFromDialogId(dialogId) != _currentChapterId)
{
Log.Warning("Start dialog failed. Dialog '{0}' does not belong to chapter '{1}'.", dialogId.ToString(),
_currentChapterId.ToString());
return false;
}
if (!_dialogMap.TryGetValue(dialogId, out DRDialog dialogRow))
{
Log.Warning("Start dialog failed. Dialog '{0}' was not found in current chapter cache.",
dialogId.ToString());
return false;
}
if (!_dialogLinesMap.TryGetValue(dialogId, out List<DRDialogLine> dialogLines) || dialogLines.Count == 0)
{
Log.Warning("Start dialog failed. Dialog '{0}' has no playable lines.", dialogId.ToString());
return false;
}
if (_isPlaying)
{
StopDialog();
}
EnsureFormController();
if (_formContext == null)
{
_formContext = new DialogFormContext();
}
_formContext.ChapterId = _currentChapterId;
_formContext.DialogId = dialogRow.Id;
_formContext.DialogTitle = dialogRow.Title;
_formContext.DialogUIMode = dialogRow.UIMode;
_currentLineIndex = 0;
ApplyLineToContext(dialogLines[_currentLineIndex], _currentLineIndex, dialogLines.Count);
_isPlaying = true;
_formController.OpenUI(_formContext);
_formController.OnDialogStarted(_formContext);
_formController.OnDialogLineChanged(_formContext);
return true;
}
public bool NextLine()
{
if (!_isPlaying)
{
Log.Warning("Next line failed. No dialog is playing.");
return false;
}
if (!TryGetCurrentDialogLines(out List<DRDialogLine> dialogLines))
{
StopDialog();
return false;
}
int nextLineIndex = _currentLineIndex + 1;
if (nextLineIndex >= dialogLines.Count)
{
EndDialogInternal();
return true;
}
_currentLineIndex = nextLineIndex;
ApplyLineToContext(dialogLines[_currentLineIndex], _currentLineIndex, dialogLines.Count);
_formController.OnDialogLineChanged(_formContext);
return true;
}
public bool SkipDialog()
{
if (!_isPlaying)
{
Log.Warning("Skip dialog failed. No dialog is playing.");
return false;
}
EndDialogInternal();
return true;
}
public void StopDialog()
{
if (!_isPlaying)
{
return;
}
EndDialogInternal();
}
public void ClearRuntimeContext()
{
StopDialog();
_dialogMap.Clear();
_dialogLinesMap.Clear();
_dialogFirstLineIdMap.Clear();
_formContext = null;
_currentChapterId = 0;
_currentLineIndex = -1;
_isInitialized = false;
_isPlaying = false;
}
private bool EnsureDataTables()
{
_dtDialog = GameEntry.DataTable.GetDataTable<DRDialog>();
if (_dtDialog == null)
{
Log.Warning("Dialog init failed. Data table DRDialog is missing.");
return false;
}
_dtDialogLine = GameEntry.DataTable.GetDataTable<DRDialogLine>();
if (_dtDialogLine == null)
{
Log.Warning("Dialog init failed. Data table DRDialogLine is missing.");
return false;
}
return true;
}
private void EnsureFormController()
{
if (_formController == null)
{
_formController = new DialogFormController();
}
}
private bool TryGetCurrentDialogLines(out List<DRDialogLine> dialogLines)
{
dialogLines = null;
if (_formContext == null)
{
Log.Warning("Dialog state invalid. Form context is null.");
return false;
}
if (!_dialogLinesMap.TryGetValue(_formContext.DialogId, out dialogLines))
{
Log.Warning("Dialog state invalid. Dialog lines are missing for dialog '{0}'.",
_formContext.DialogId.ToString());
return false;
}
return true;
}
private void EndDialogInternal()
{
_isPlaying = false;
_currentLineIndex = -1;
_formController.OnDialogEnded(_formContext);
_formController.CloseUI();
}
private void ApplyLineToContext(DRDialogLine lineRow, int lineIndex, int totalLines)
{
_formContext.CurrentLineId = lineRow.Id;
_formContext.SpeakerId = lineRow.SpeakerId;
_formContext.SpeakerName = lineRow.SpeakerName;
_formContext.Expression = lineRow.Expression;
_formContext.Direction = lineRow.Direction;
_formContext.Text = lineRow.Text;
_formContext.Emphasis = lineRow.Emphasis;
_formContext.LineIndex = lineIndex;
_formContext.TotalLines = totalLines;
_formContext.IsLastLine = lineIndex >= totalLines - 1;
}
private static int ParseChapterIdFromDialogId(int dialogId)
{
return dialogId / DialogChapterDivisor;
}
private static int ParseChapterIdFromLineId(int lineId)
{
return lineId / LineChapterDivisor;
}
private static int ParseDialogIdFromLineId(int lineId)
{
return lineId / LineDialogDivisor;
}
#region Event Handlers
private void OnDialogNextLineRequest(object sender, GameEventArgs e)
{
if (!(e is DialogNextLineRequestEventArgs))
{
return;
}
NextLine();
}
private void OnDialogSkipRequest(object sender, GameEventArgs e)
{
if (!(e is DialogSkipRequestEventArgs))
{
return;
}
SkipDialog();
}
private void OnDialogStopRequest(object sender, GameEventArgs e)
{
if (!(e is DialogStopRequestEventArgs))
{
return;
}
StopDialog();
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d6174838c30e460429e5628757bbf015
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using CustomUtility;
using Definition;
using GameFramework.Resource;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class SpriteCacheComponent : GameFrameworkComponent
{
[SerializeField] private float _pixelsPerUnit = 100f;
[SerializeField] private Vector2 _defaultPivot = new(0.5f, 0.5f);
private Dictionary<string, Sprite> _spriteCache;
private ResourceComponent _resource;
void Start()
{
_spriteCache = new Dictionary<string, Sprite>();
_resource = GameEntry.Resource;
}
public void GetSprite(string assetName, Action<Sprite> callback)
{
if (_spriteCache.TryGetValue(assetName, out var sprite))
{
callback?.Invoke(sprite);
return;
}
else
{
_resource.LoadAsset
(
AssetUtility.GetUIDialogAsset(assetName),
Constant.AssetPriority.UIFormAsset,
new LoadAssetCallbacks(
(resourcePath, asset, duration, userData) =>
{
Log.Debug(resourcePath);
Texture2D texture = asset as Texture2D;
if (texture != null)
{
Sprite newSprite = Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
_defaultPivot,
_pixelsPerUnit);
_spriteCache.Add(assetName, newSprite);
callback?.Invoke(newSprite);
}
},
(resourcePath, status, errorMessage, userData) =>
{
Log.Error("Can not load icon '{0}' from '{1}' with error message '{2}'.",
assetName,
resourcePath,
errorMessage);
}
)
);
}
}
private void OnDestroy()
{
_spriteCache.Clear();
_resource = null;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 42b4751aefa33c545a86f146a48536ee
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: