diff --git a/samples/timeline_demo.ir.json b/samples/timeline_demo.ir.json index c7d4763..d09084f 100644 --- a/samples/timeline_demo.ir.json +++ b/samples/timeline_demo.ir.json @@ -1,7 +1,7 @@ { "id": "QY_TLDEMO", "title": "演出预览功能演示", - "theme": "P1 白模演出测试(走位/对话打字机/动画/镜头/多角色)", + "theme": "P1 白模演出测试(走位/对话/动画/镜头/选择/随机/战斗)", "scale": "演示", "roles": [ { "slot": "NP1", "name": "神秘剑客", "archetype": "负伤外门高手", "camp": 0 }, @@ -13,18 +13,48 @@ { "id": "n_p1walk", "kind": "move", "actor": "P1", "to": "PT_DOOR", "next": "n_p1say" }, { "id": "n_p1say", "kind": "dialogue", "speaker": "P1", "text": "(这客栈看着冷清,却处处透着古怪……)", "next": "n_npenter" }, { "id": "n_npenter", "kind": "move", "actor": "NP1", "to": "PT_CENTER", "next": "n_npsay" }, - { "id": "n_npsay", "kind": "dialogue", "speaker": "NP1", "camera": "NP1", "text": "阁下,留步。在下身负旧伤,想借贵宝地歇一晚,天明即走。", "next": "n_draw" }, + { "id": "n_npsay", "kind": "dialogue", "speaker": "NP1", "text": "阁下,留步。在下身负旧伤,想借贵宝地歇一晚,天明即走。", "next": "n_draw" }, { "id": "n_draw", "kind": "anim", "actor": "NP1", "ani": "draw_sword", "next": "n_p1ask" }, { "id": "n_p1ask", "kind": "dialogue", "speaker": "P1", "text": "来者何人?这般夜半叩门,又突然按剑,意欲何为?", "next": "n_xiaoer" }, { "id": "n_xiaoer", "kind": "move", "actor": "NP2", "to": "PT_SIDE", "next": "n_xsay" }, { "id": "n_xsay", "kind": "dialogue", "speaker": "NP2", "text": "二位客官息怒!有话好好说,小店实在经不起折腾啊……", "next": "n_choice" }, + { "id": "n_choice", "kind": "choice", "options": [ - { "text": "收剑,请他进来歇脚", "goto": "end_peace" }, - { "text": "拔剑相向,喝令他离开", "goto": "end_fight" } - ] } + { "text": "收剑,请他进来歇脚", "goto": "sc_peace1" }, + { "text": "拔剑相向,喝令他离开", "goto": "sc_fight1" } + ] }, + + { "id": "sc_peace1", "kind": "dialogue", "speaker": "P1", "text": "(罢了,他确实带着伤,眼神也不像歹人。)", "next": "sc_peace2" }, + { "id": "sc_peace2", "kind": "anim", "actor": "P1", "ani": "sheath_sword", "next": "sc_peace3" }, + { "id": "sc_peace3", "kind": "dialogue", "speaker": "NP1", "text": "多谢。萍水相逢,承蒙阁下不弃,这份情,在下记下了。", "next": "sc_peace4" }, + { "id": "sc_peace4", "kind": "move", "actor": "NP2", "to": "PT_CENTER", "next": "sc_peace5" }, + { "id": "sc_peace5", "kind": "dialogue", "speaker": "NP2", "text": "好嘞!二位里边请,小的这就去沏一壶热茶,再添两副碗筷!", "next": "sc_peace6" }, + { "id": "sc_peace6", "kind": "move", "actor": "NP1", "to": "PT_SIDE", "next": "sc_peace_rand" }, + { "id": "sc_peace_rand", "kind": "random", "branches": [ + { "weight": 60, "goto": "sc_peace_calm" }, + { "weight": 40, "goto": "sc_peace_night" } + ] }, + { "id": "sc_peace_calm", "kind": "narration", "speaker": "P1", "text": "这一夜风停雨歇,客栈里难得安宁。剑客和衣而眠,天没亮便悄然上路。", "next": "sc_peace_calm2" }, + { "id": "sc_peace_calm2", "kind": "dialogue", "speaker": "NP1", "text": "后会有期。他日江湖再见,必当厚报。", "next": "end_peace" }, + { "id": "sc_peace_night", "kind": "narration", "speaker": "P1", "text": "三更天,窗外忽有黑影一闪而过。剑客猛然睁眼,按住了腰间的剑。", "next": "sc_peace_night2" }, + { "id": "sc_peace_night2", "kind": "move", "actor": "NP1", "to": "PT_DOOR", "next": "sc_peace_night3" }, + { "id": "sc_peace_night3", "kind": "dialogue", "speaker": "NP1", "text": "阁下,麻烦没完——他们找上门了。今夜怕是要承你一把剑。", "next": "end_peace_twist" }, + + { "id": "sc_fight1", "kind": "dialogue", "speaker": "P1", "text": "想进这道门,先问过我手里的剑!", "next": "sc_fight2" }, + { "id": "sc_fight2", "kind": "anim", "actor": "P1", "ani": "draw_sword", "next": "sc_fight3" }, + { "id": "sc_fight3", "kind": "dialogue", "speaker": "NP1", "text": "既然阁下不肯通融……那就别怪在下。得罪了!", "next": "sc_fight4" }, + { "id": "sc_fight4", "kind": "move", "actor": "NP1", "to": "PT_DOOR", "next": "sc_fight_battle" }, + { "id": "sc_fight_battle", "kind": "fight", "fight_type": 1, "camp2": [ "NP1" ], "win": "sc_fight_win", "lose": "sc_fight_lose" }, + { "id": "sc_fight_win", "kind": "dialogue", "speaker": "P1", "text": "承让。你伤成这样还要硬闯,又是何苦。", "next": "sc_fight_win2" }, + { "id": "sc_fight_win2", "kind": "move", "actor": "NP1", "to": "PT_SIDE", "next": "sc_fight_win3" }, + { "id": "sc_fight_win3", "kind": "dialogue", "speaker": "NP1", "text": "好剑法……是在下唐突了。告辞。", "next": "end_fight_win" }, + { "id": "sc_fight_lose", "kind": "dialogue", "speaker": "NP1", "text": "阁下手下留情。这一晚的账,日后江湖上再算。", "next": "sc_fight_lose2" }, + { "id": "sc_fight_lose2", "kind": "move", "actor": "NP1", "to": "PT_CENTER", "next": "end_fight_lose" } ], "endings": [ - { "id": "end_peace", "summary": "化干戈为玉帛,与剑客结为知己", "grants": [], "result": "success" }, - { "id": "end_fight", "summary": "不欢而散,剑客消失在茫茫雨夜中", "grants": [], "result": "end" } + { "id": "end_peace", "summary": "结义同盟,平安一夜", "grants": [], "result": "success" }, + { "id": "end_peace_twist", "summary": "夜半生变,新的麻烦找上门", "grants": [], "result": "end" }, + { "id": "end_fight_win", "summary": "技高一筹,剑客败退消失在雨夜", "grants": [], "result": "success" }, + { "id": "end_fight_lose", "summary": "技不如人,被剑客闯入客栈", "grants": [], "result": "fail" } ] } diff --git a/web/static/style.css b/web/static/style.css index 6cb5a7b..b7a3338 100644 --- a/web/static/style.css +++ b/web/static/style.css @@ -238,18 +238,34 @@ header .who { margin-left:auto; font-size:12px; color:#9a8f7e; } .perform-listhead { padding:10px 12px; font-size:12px; color:#9a8f7e; letter-spacing:1px; border-bottom:1px solid #3a322a; background:#1f1a15; } #perform-list { overflow:auto; flex:1; } -#perform-main { flex:1; min-width:0; overflow:auto; padding:16px 18px; } +#perform-main { flex:1; min-width:0; display:flex; flex-direction:column; padding:14px 16px; min-height:0; } #perform-main .empty-center { position:static; inset:auto; min-height:240px; } -/* ---- 演出预览(timeline + 白模舞台)---- */ +/* ---- 演出预览:上=舞台面板 / 下=时间轴面板(分开两块)---- */ +.tl-stagepanel { flex:none; } .tl-mapinfo { font-size:12px; color:#9a8f7e; margin-bottom:8px; } -.tl-stagewrap { background:#15130d; border:1px solid #3a322a; border-radius:6px; overflow:hidden; - line-height:0; max-width:820px; } +.tl-stagewrap { position:relative; background:#15130d; border:1px solid #3a322a; border-radius:6px; + overflow:hidden; line-height:0; max-width:640px; } .tl-stage { width:100%; height:auto; display:block; } -.tl-controls { display:flex; align-items:center; gap:10px; margin:10px 0 6px; max-width:820px; } +.tl-controls { display:flex; align-items:center; gap:10px; margin:10px 0; flex-wrap:wrap; } .tl-controls .tip { font-size:11.5px; color:#7a7264; } .tl-time { font-size:13px; color:#e6c878; font-variant-numeric:tabular-nums; min-width:90px; } -.tl-tracks { position:relative; overflow-x:auto; overflow-y:auto; max-height:32vh; +.tl-startbtn { max-width:300px; overflow:hidden; text-overflow:ellipsis; white-space:nowrap; } +.tl-fitbtn.on { background:#5a4a26; border-color:#8a7038; color:#f3dca0; } +.tl-tracks .tl-clip.startable { cursor:pointer; } +.tl-tracks .tl-clip.sel { box-shadow:0 0 0 2px #ff5a4a, 0 1px 3px rgba(0,0,0,.5); z-index:3; } +/* 选项浮层:镜头下方(舞台底部居中),模拟玩家看到的位置 */ +.tl-choices { position:absolute; left:0; right:0; bottom:12px; display:flex; flex-direction:column; + align-items:center; gap:6px; padding:0 12px; line-height:normal; z-index:5; } +.tl-choices.hidden { display:none; } +.tl-choices-q { font-size:12px; color:#e6c878; background:rgba(20,18,12,.72); padding:2px 10px; border-radius:10px; } +.tl-choice-btn { min-width:240px; max-width:92%; background:rgba(36,31,24,.96); color:#f0e6c8; + border:1px solid #8a7038; border-radius:6px; padding:8px 14px; font-size:13px; + cursor:pointer; box-shadow:0 2px 8px rgba(0,0,0,.55); } +.tl-choice-btn:hover { background:#5a4a26; border-color:#e6c878; } +/* 时间轴面板:独立、占满剩余高度、自己横向滚动 */ +.tl-timelinepanel { flex:1; min-height:120px; margin-top:8px; display:flex; } +.tl-tracks { position:relative; flex:1; overflow-x:auto; overflow-y:auto; background:#19150f; border:1px solid #3a322a; border-radius:6px; padding-top:20px; } .tl-ruler { position:relative; height:16px; border-bottom:1px solid #2a2419; } .tl-tick { position:absolute; top:0; height:16px; border-left:1px solid #2a2419; } @@ -260,7 +276,8 @@ header .who { margin-left:auto; font-size:12px; color:#9a8f7e; } border-right:1px solid #2a2419; height:100%; box-sizing:border-box; line-height:26px; } .tl-clip { position:absolute; top:3px; height:22px; line-height:22px; padding:0 5px; font-size:11px; color:#1a1710; border-radius:3px; overflow:hidden; white-space:nowrap; - text-overflow:ellipsis; cursor:pointer; box-sizing:border-box; box-shadow:0 1px 2px rgba(0,0,0,.4); } + text-overflow:ellipsis; cursor:pointer; box-sizing:border-box; box-shadow:0 1px 2px rgba(0,0,0,.4); + user-select:none; -webkit-user-select:none; } .tl-tracks .tl-clip.active { outline:2px solid #fff; outline-offset:-1px; z-index:2; } .tl-clip.k-dialogue { background:#7ec8e3; } .tl-clip.k-move { background:#e6c878; } diff --git a/web/static/timeline.js b/web/static/timeline.js index 858f944..98769e8 100644 --- a/web/static/timeline.js +++ b/web/static/timeline.js @@ -1,161 +1,205 @@ -// 演出预览/配置:把事件的演出节点铺成时间线(每节点按时长占一段),并在 2D 俯视白模舞台上随 -// playhead 播放——走位插值、对话打字机、镜头可视区域框。战斗/选择/随机只在「剧情」轨标点,不模拟。 -// P1:消费现有 IR(线性顺序铺轴,无并行偏移);沿首出口走一条主路径预览。 -// 渲染挂载到任意 host 容器(演出配置页内嵌),不再用弹窗。 +// 演出预览/配置:2D 俯视白模舞台 + 时间轴 playhead 播放。 +// 走位插值 / 对话打字机 / 镜头可视框 / 动画标记;战斗·随机仅标点。 +// 交互式分支:播到「选择/战斗」节点暂停,在舞台底部(镜头下方)弹出选项浮层,点击后接对应分支续演。 +// 布局:上=演出舞台面板(含选项浮层),下=独立时间轴面板(横向滚、playhead 居中)。 // 暴露 window.Timeline = { show(host, ir, dict, pointsets), stop() }。 (function () { - // ---- 时长模型(前端估算;与未来编译器口径对齐时再统一)---- - const CHAR_TIME = 0.07; // 打字机:秒/字 - const TAIL_PAUSE = 0.9; // 对话读完停顿 - const MIN_DLG = 1.2; // 对话最短时长 - const MOVE_SPEED = 3.0; // 默认走位速度(点位单位/秒) - const ANIM_DUR = 1.0; // 动画缺省时长(Web 不知 clip 真长,P3 引擎回填) - const PXPSEC = 80; // 时间轴每秒像素 - const ROW_H = 30; // 轨道行高 - const CAM_W = 14, CAM_H = 9; // 镜头可视区域(世界单位,俯视示意) + // ---- 时长模型 ---- + const CHAR_TIME = 0.07, TAIL_PAUSE = 0.9, MIN_DLG = 1.2; + const MOVE_SPEED = 3.0, ANIM_DUR = 1.0; + const PXMAX = 80, ROW_H = 30; // PXMAX=每秒最大像素;实际用动态 PX(可适应宽度) + const CAM_W = 14, CAM_H = 9; function dlgDur(text) { return Math.max(MIN_DLG, (text || "").length * CHAR_TIME + TAIL_PAUSE); } function esc(s) { return String(s == null ? "" : s).replace(/&/g, "&").replace(//g, ">"); } - function anchorXZ(anchors, name) { - const a = (anchors || []).find(x => x.name === name); - return a ? { x: a.pos[0], z: a.pos[2] } : null; - } + function anchorXZ(anchors, name) { const a = (anchors || []).find(x => x.name === name); return a ? { x: a.pos[0], z: a.pos[2] } : null; } - // ---- 线性化:从入度0起步,沿首出口走一条主路径;分支/结局标点不展开 ---- function firstNode(IR) { const indeg = {}; (IR.nodes || []).forEach(n => indeg[n.id] = 0); (IR.nodes || []).forEach(n => { - const outs = [n.next].concat((n.options || []).map(o => o.goto), (n.branches || []).map(b => b.goto), - n.kind === "fight" ? [n.win, n.lose] : []); - outs.forEach(t => { if (t in indeg) indeg[t]++; }); + [n.next].concat((n.options || []).map(o => o.goto), (n.branches || []).map(b => b.goto), n.kind === "fight" ? [n.win, n.lose] : []) + .forEach(t => { if (t in indeg) indeg[t]++; }); }); const roots = (IR.nodes || []).filter(n => indeg[n.id] === 0); return (roots[0] || (IR.nodes || [])[0] || {}).id; } - function linearize(IR) { - const nodes = {}; (IR.nodes || []).forEach(n => nodes[n.id] = n); - const endings = {}; (IR.endings || []).forEach(e => endings[e.id] = e); - const seqMap = {}; (IR.sequences || []).forEach(s => seqMap[s.id] = s); - const out = []; - let id = firstNode(IR), guard = 0; const seen = new Set(); - while (id && guard++ < 500) { - if (seen.has(id)) { out.push({ stop: "循环中断" }); break; } - seen.add(id); - const n = nodes[id]; - if (!n) { if (endings[id]) out.push({ ending: endings[id] }); break; } - const k = n.kind; - if (k === "choice" || k === "choice_once") { out.push({ branch: "choice", node: n }); const o = n.options || []; id = o.length ? o[0].goto : null; } - else if (k === "random") { out.push({ branch: "random", node: n }); const b = n.branches || []; id = b.length ? b[0].goto : null; } - else if (k === "fight") { out.push({ branch: "fight", node: n }); id = n.win || n.lose || null; } - else if (k === "out_ref") { - const sq = seqMap[n.ref]; - if (sq && (sq.nodes || []).length) { - const sm = {}; sq.nodes.forEach(x => sm[x.id] = x); - let sid = sq.nodes[0].id, sg = 0; - while (sid && sg++ < 100) { const sn = sm[sid]; if (!sn) break; out.push({ node: sn, kind: sn.kind }); sid = sn.next; } - } - id = n.next; - } - else { out.push({ node: n, kind: k }); id = n.next; } - } - // 注:结局已在循环顶部 `!n` 分支里 push 过(endings 不在 nodes 里),此处不再重复推。 - return out; + // ===================== 会话准备(静态:位置/范围/映射)===================== + function collectAllRefs(IR) { + const refs = [], add = n => { if (n && !refs.includes(n)) refs.push(n); }; + add("P1"); (IR.roles || []).forEach(r => add(r.slot)); + const scan = arr => (arr || []).forEach(n => { add(n.speaker); add(n.actor); if (n.kind === "move") add(n.to); if (n.camera) add(n.camera); }); + scan(IR.nodes); (IR.sequences || []).forEach(s => scan(s.nodes)); + return refs; } - // ---- 构建演出模型:clips + rows + total ---- - function buildModel(IR, anchors) { - const seq = linearize(IR); + function prepare(IR, anchors) { const roleName = {}; (IR.roles || []).forEach(r => roleName[r.slot] = r.name); const nm = s => s === "P1" ? "玩家" : (roleName[s] || s); - // 位置来源:真实锚点优先;点位集没挂/缺坐标时,把引用到的点位在圆周上**合成布局**, - // 保证走位预览不空(线上未挂点位集卷的常见情形 + 尚未取点的事件)。 - const refs = []; - const addRef = n => { if (n && !refs.includes(n)) refs.push(n); }; - addRef("P1"); (IR.roles || []).forEach(r => addRef(r.slot)); - seq.forEach(item => { - const n = item.node; if (!n) return; - addRef(n.speaker); addRef(n.actor); - if (n.kind === "move") addRef(n.to); - if (n.camera) addRef(n.camera); - }); + const refs = collectAllRefs(IR); const realPos = {}; (anchors || []).forEach(a => realPos[a.name] = { x: a.pos[0], z: a.pos[2] }); const hasReal = Object.keys(realPos).length > 0; - const posMap = {}; - const missing = refs.filter(r => !realPos[r]); - const R = 6; + const posMap = {}; const missing = refs.filter(r => !realPos[r]); const R = 6; missing.forEach((name, i) => { const ang = (i / Math.max(1, missing.length)) * Math.PI * 2 - Math.PI / 2; posMap[name] = { x: +(Math.cos(ang) * R).toFixed(2), z: +(Math.sin(ang) * R).toFixed(2) }; }); - Object.assign(posMap, realPos); // 真实坐标覆盖合成 + Object.assign(posMap, realPos); const synthetic = !hasReal; - const initPos = {}; refs.forEach(r => { if (posMap[r]) initPos[r] = posMap[r]; }); - const curPos = {}; - const posOf = a => curPos[a] || initPos[a] || { x: 0, z: 0 }; - - let t = 0; const clips = []; const rowSet = []; - const useRow = r => { if (!rowSet.includes(r)) rowSet.push(r); }; - - seq.forEach(item => { - if (item.stop) { clips.push({ row: "剧情", kind: "stop", start: t, dur: 0.4, label: item.stop }); useRow("剧情"); t += 0.4; return; } - if (item.branch) { - const n = item.node; - const lbl = item.branch === "choice" ? "选择:" + (n.options || []).map(o => o.text).join(" / ") - : item.branch === "random" ? "随机分支(预览取首路)" - : "战斗 vs " + (n.camp2 || []).map(nm).join("、") + "(预览取胜路)"; - clips.push({ row: "剧情", kind: "branch", start: t, dur: 0.6, label: lbl }); useRow("剧情"); t += 0.6; return; - } - if (item.ending) { clips.push({ row: "剧情", kind: "ending", start: t, dur: 0.8, label: "★ " + (item.ending.summary || item.ending.id) }); useRow("剧情"); t += 0.8; return; } - const n = item.node, k = item.kind; - if (k === "dialogue" || k === "narration") { - const sp = n.speaker || "P1", dur = dlgDur(n.text); - clips.push({ row: "演员:" + sp, kind: "dialogue", start: t, dur, label: esc(n.text || ""), actor: sp, text: n.text || "" }); - useRow("演员:" + sp); - if (n.camera) { clips.push({ row: "镜头", kind: "camera", start: t, dur, label: "对焦 " + n.camera, focus: n.camera }); useRow("镜头"); } - t += dur; - } else if (k === "move") { - const sp = n.actor || "P1", from = posOf(sp), to = posMap[n.to] || from; - const speed = n.speed || MOVE_SPEED, dist = Math.hypot(to.x - from.x, to.z - from.z), dur = Math.max(0.3, dist / speed); - clips.push({ row: "演员:" + sp, kind: "move", start: t, dur, label: "→ " + (n.to || ""), actor: sp, from, to }); - useRow("演员:" + sp); curPos[sp] = { x: to.x, z: to.z }; t += dur; - } else if (k === "anim") { - const sp = n.actor || "P1"; - clips.push({ row: "演员:" + sp, kind: "anim", start: t, dur: ANIM_DUR, label: "动画 " + (n.ani || ""), actor: sp }); - useRow("演员:" + sp); t += ANIM_DUR; - } else if (k === "reward") { - clips.push({ row: "剧情", kind: "reward", start: t, dur: 0.4, label: "奖励结算" }); useRow("剧情"); t += 0.4; - } - }); - - // 行排序:演员(按 roles 顺序,P1 优先)→ 镜头 → 剧情 - const order = []; - if (rowSet.includes("演员:P1")) order.push("演员:P1"); - (IR.roles || []).forEach(r => { const k = "演员:" + r.slot; if (k !== "演员:P1" && rowSet.includes(k)) order.push(k); }); - rowSet.forEach(r => { if (r.startsWith("演员:") && !order.includes(r)) order.push(r); }); - ["镜头", "剧情"].forEach(r => { if (rowSet.includes(r)) order.push(r); }); - - // 舞台要画的锚点:有真实坐标用真实;否则用合成布局(含点位名,作背景参照) const displayAnchors = hasReal ? (anchors || []) : refs.filter(r => posMap[r]).map(r => ({ name: r, pos: [posMap[r].x, 0, posMap[r].z] })); - - // 世界坐标范围(含锚点 + 所有走位终点),用于俯视舞台适配 const xs = [], zs = []; displayAnchors.forEach(a => { xs.push(a.pos[0]); zs.push(a.pos[2]); }); - clips.forEach(c => { if (c.from) { xs.push(c.from.x); zs.push(c.from.z); } if (c.to) { xs.push(c.to.x); zs.push(c.to.z); } }); + Object.values(posMap).forEach(p => { xs.push(p.x); zs.push(p.z); }); const bounds = xs.length ? { minX: Math.min(...xs), maxX: Math.max(...xs), minZ: Math.min(...zs), maxZ: Math.max(...zs) } : { minX: 0, maxX: 1, minZ: 0, maxZ: 1 }; - return { clips, rows: order, total: Math.max(t, 0.1), anchors: displayAnchors, initPos, nm, roleName, bounds, synthetic }; + const initPos = {}; refs.forEach(r => { if (posMap[r]) initPos[r] = posMap[r]; }); + + const S = { + IR, nm, roleName, posMap, anchors: displayAnchors, bounds, synthetic, initPos, + nodes: {}, endings: {}, seqMap: {}, + clips: [], rows: [], total: 0.1, + _t: 0, curPos: {}, entryPos: {}, visited: new Set(), + }; + (IR.nodes || []).forEach(n => S.nodes[n.id] = n); + (IR.endings || []).forEach(e => S.endings[e.id] = e); + (IR.sequences || []).forEach(s => S.seqMap[s.id] = s); + + // 在场角色:全事件里当过 speaker/actor 的 slot(含 P1)。舞台始终按位置画出他们, + // 这样从中途节点开始也能看到各角色"在该处应有的位置"。 + const used = [], addU = s => { if (s && !used.includes(s)) used.push(s); }; + const scanU = arr => (arr || []).forEach(n => { addU(n.speaker); addU(n.actor); }); + scanU(IR.nodes); (IR.sequences || []).forEach(s => scanU(s.nodes)); + const ordU = []; + if (used.includes("P1")) ordU.push("P1"); + (IR.roles || []).forEach(r => { if (r.slot !== "P1" && used.includes(r.slot)) ordU.push(r.slot); }); + used.forEach(u => { if (!ordU.includes(u)) ordU.push(u); }); + S.usedActors = ordU; + return S; } - // ---- 播放期查询 ---- - function actorPosAt(model, actor, tau) { - let pos = model.initPos[actor] || { x: 0, z: 0 }; - const moves = model.clips.filter(c => c.actor === actor && c.kind === "move").sort((a, b) => a.start - b.start); + function resetAccum(S) { S.clips = []; S.rows = []; S._t = 0; S.curPos = Object.assign({}, S.entryPos || {}); S.visited = new Set(); S.total = 0.1; } + + // 找一条从开头到 targetId 的路径(BFS),用于重放途中走位算"进入位置"。 + function pathTo(S, targetId) { + const start = firstNode(S.IR); + if (!targetId || targetId === start) return []; + const adj = id => { + const n = S.nodes[id]; if (!n) return []; + if (n.kind === "choice" || n.kind === "choice_once") return (n.options || []).map(o => o.goto); + if (n.kind === "random") return (n.branches || []).map(b => b.goto); + if (n.kind === "fight") return [n.win, n.lose]; + return [n.next]; + }; + const prev = {}, q = [start], seen = new Set([start]); + while (q.length) { + const u = q.shift(); + for (const v of adj(u)) { + if (v && !seen.has(v) && S.nodes[v]) { + seen.add(v); prev[v] = u; + if (v === targetId) { const path = []; let c = v; while (c !== undefined) { path.unshift(c); c = prev[c]; } return path; } + q.push(v); + } + } + } + return null; + } + // 沿路径(不含目标节点本身)重放所有走位,得到进入目标节点时各角色的位置。 + function replayPositions(S, path) { + const cur = {}; + const applyMove = n => { if (n.kind === "move") { const to = S.posMap[n.to]; if (to) cur[n.actor || "P1"] = { x: to.x, z: to.z }; } }; + for (let i = 0; i < path.length - 1; i++) { + const n = S.nodes[path[i]]; if (!n) continue; + if (n.kind === "out_ref") { + const sq = S.seqMap[n.ref]; + if (sq) { const sm = {}; (sq.nodes || []).forEach(x => sm[x.id] = x); let sid = (sq.nodes[0] || {}).id, g = 0; while (sid && g++ < 100) { const sn = sm[sid]; if (!sn) break; applyMove(sn); sid = sn.next; } } + } else applyMove(n); + } + return cur; + } + + // ===================== 分段构建(增量追加)===================== + function useRow(S, r) { if (!S.rows.includes(r)) S.rows.push(r); } + function posOf(S, a) { return S.curPos[a] || S.initPos[a] || { x: 0, z: 0 }; } + + function appendPlainNode(S, n) { + const k = n.kind, nid = (S.nodes[n.id] === n) ? n.id : null; // 仅顶层节点可作起点(子序列节点不可) + if (k === "dialogue" || k === "narration") { + const sp = n.speaker || "P1", dur = dlgDur(n.text); + S.clips.push({ row: "演员:" + sp, kind: "dialogue", start: S._t, dur, label: esc(n.text || ""), actor: sp, text: n.text || "", nodeId: nid }); + useRow(S, "演员:" + sp); + if (n.camera) { S.clips.push({ row: "镜头", kind: "camera", start: S._t, dur, label: "对焦 " + n.camera, focus: n.camera, nodeId: nid }); useRow(S, "镜头"); } + S._t += dur; + } else if (k === "move") { + const sp = n.actor || "P1", from = posOf(S, sp), to = S.posMap[n.to] || from; + const speed = n.speed || MOVE_SPEED, dist = Math.hypot(to.x - from.x, to.z - from.z), dur = Math.max(0.3, dist / speed); + S.clips.push({ row: "演员:" + sp, kind: "move", start: S._t, dur, label: "→ " + (n.to || ""), actor: sp, from, to, nodeId: nid }); + useRow(S, "演员:" + sp); S.curPos[sp] = { x: to.x, z: to.z }; S._t += dur; + } else if (k === "anim") { + const sp = n.actor || "P1"; + S.clips.push({ row: "演员:" + sp, kind: "anim", start: S._t, dur: ANIM_DUR, label: "动画 " + (n.ani || ""), actor: sp, nodeId: nid }); + useRow(S, "演员:" + sp); S._t += ANIM_DUR; + } else if (k === "reward") { + S.clips.push({ row: "剧情", kind: "reward", start: S._t, dur: 0.4, label: "奖励结算", nodeId: nid }); useRow(S, "剧情"); S._t += 0.4; + } + } + + // 从 startId 走一段线性演出,遇分支/结局/断头停下。返回 {kind, node}。 + function extendSegment(S, startId) { + let id = startId, guard = 0; + while (id && guard++ < 500) { + if (S.visited.has(id)) { S.clips.push({ row: "剧情", kind: "stop", start: S._t, dur: 0.4, label: "循环中断" }); useRow(S, "剧情"); S._t += 0.4; return { kind: "end" }; } + S.visited.add(id); + const end = S.endings[id]; + if (end) { S.clips.push({ row: "剧情", kind: "ending", start: S._t, dur: 0.8, label: "★ " + (end.summary || end.id) }); useRow(S, "剧情"); S._t += 0.8; return { kind: "ending", node: end }; } + const n = S.nodes[id]; + if (!n) return { kind: "end" }; + const k = n.kind; + if (k === "choice" || k === "choice_once" || k === "random" || k === "fight") { + const lbl = (k === "fight") ? "战斗 vs " + (n.camp2 || []).map(S.nm).join("、") + : (k === "random") ? "随机分支" : "选择"; + S.clips.push({ row: "剧情", kind: (k === "fight" ? "fight" : "branch"), start: S._t, dur: 0.6, label: lbl, nodeId: id }); useRow(S, "剧情"); S._t += 0.6; + return { kind: k, node: n }; + } + if (k === "out_ref") { + const sq = S.seqMap[n.ref]; + if (sq && (sq.nodes || []).length) { + const sm = {}; sq.nodes.forEach(x => sm[x.id] = x); + let sid = sq.nodes[0].id, sg = 0; + while (sid && sg++ < 100) { const sn = sm[sid]; if (!sn) break; appendPlainNode(S, sn); sid = sn.next; } + } + id = n.next; continue; + } + appendPlainNode(S, n); id = n.next; + } + return { kind: "end" }; + } + + // 走一段,停在下一个需要选的点(choice/fight/random)或结束。 + function runUntilPause(S, startId) { + const r = extendSegment(S, startId); + S.total = Math.max(S._t, 0.1); + return r; + } + + function orderRows(S) { + const order = []; + if (S.rows.includes("演员:P1")) order.push("演员:P1"); + (S.IR.roles || []).forEach(r => { const k = "演员:" + r.slot; if (k !== "演员:P1" && S.rows.includes(k)) order.push(k); }); + S.rows.forEach(r => { if (r.startsWith("演员:") && !order.includes(r)) order.push(r); }); + ["镜头", "剧情"].forEach(r => { if (S.rows.includes(r)) order.push(r); }); + S.rows = order; + } + + // ===================== 播放期查询 ===================== + function actorsIn(M) { return M.usedActors || []; } + function actorPosAt(M, actor, tau) { + let pos = (M.entryPos && M.entryPos[actor]) || M.initPos[actor] || { x: 0, z: 0 }; + const moves = M.clips.filter(c => c.actor === actor && c.kind === "move").sort((a, b) => a.start - b.start); for (const m of moves) { if (tau >= m.start + m.dur) pos = m.to; else if (tau >= m.start) { const f = (tau - m.start) / m.dur; return { x: m.from.x + (m.to.x - m.from.x) * f, z: m.from.z + (m.to.z - m.from.z) * f }; } @@ -163,82 +207,121 @@ } return pos; } - function activeDialogue(model, tau) { - return model.clips.find(c => c.kind === "dialogue" && tau >= c.start && tau < c.start + c.dur) || null; - } - function activeAnim(model, actor, tau) { - return model.clips.find(c => c.kind === "anim" && c.actor === actor && tau >= c.start && tau < c.start + c.dur) || null; - } - // 镜头世界焦点:显式 camera clip 优先 → 否则跟随当前说话人 → 否则玩家 → 否则场景中心。 - // 这样镜头可视框「始终可见」并跟着戏走,而不是只在配了 camera 的对话上才出现。 - function focusWorldAt(model, tau) { + function activeDialogue(M, tau) { return M.clips.find(c => c.kind === "dialogue" && tau >= c.start && tau < c.start + c.dur) || null; } + function activeAnim(M, actor, tau) { return M.clips.find(c => c.kind === "anim" && c.actor === actor && tau >= c.start && tau < c.start + c.dur) || null; } + function focusWorldAt(M, tau) { let fp = null; - model.clips.filter(c => c.kind === "camera").forEach(c => { if (tau >= c.start) fp = c.focus; }); - if (fp) { const p = anchorXZ(model.anchors, fp); if (p) return p; } - const dlg = activeDialogue(model, tau); - if (dlg && dlg.actor) return actorPosAt(model, dlg.actor, tau); - if (actorsIn(model).includes("P1")) return actorPosAt(model, "P1", tau); - const b = model.bounds; return { x: (b.minX + b.maxX) / 2, z: (b.minZ + b.maxZ) / 2 }; - } - function actorsIn(model) { - const s = []; model.rows.forEach(r => { if (r.startsWith("演员:")) s.push(r.slice(3)); }); - return s; + M.clips.filter(c => c.kind === "camera").forEach(c => { if (tau >= c.start) fp = c.focus; }); + if (fp) { const p = anchorXZ(M.anchors, fp); if (p) return p; } + const dlg = activeDialogue(M, tau); + if (dlg && dlg.actor) return actorPosAt(M, dlg.actor, tau); + if (actorsIn(M).includes("P1")) return actorPosAt(M, "P1", tau); + const b = M.bounds; return { x: (b.minX + b.maxX) / 2, z: (b.minZ + b.maxZ) / 2 }; } // ===================== 状态 & 挂载 ===================== - let model, playT = 0, playing = false, rafId = 0, lastTs = 0, stageCv, stageCtx, els = {}; + let S, model, playT = 0, playing = false, rafId = 0, lastTs = 0, stageCv, stageCtx, els = {}, pending = null, selNode = null, PX = 80, fitMode = false; const TEMPLATE = - '
' + - '
' + - '
' + - ' ' + - ' ' + - ' 0.0 / 0.0s' + - ' 点时间轴任意处跳转 · 战斗/选择/随机仅标点不模拟 · 预览沿首出口主路径' + + '
' + + '
' + + '
' + + '
' + + ' ' + + ' ' + + ' ' + + ' ' + + ' 0.0 / 0.0s' + + ' 单击节点选中→「从选中处开始」,或双击节点直接开始(位置按途中走位重放) · 遇选择/战斗/随机弹选项' + + '
' + '
' + - '
'; + '
'; function show(host, IR, DICT, POINTSETS) { stopPlay(); const psName = (IR.stage || {}).point_set || IR.id; const ps = (POINTSETS || {})[psName] || {}; - const anchors = ps.anchors || []; - model = buildModel(IR, anchors); + S = prepare(IR, ps.anchors || []); model = S; host.innerHTML = TEMPLATE; els = { host, mapinfo: host.querySelector(".tl-mapinfo"), stage: host.querySelector(".tl-stage"), + choices: host.querySelector(".tl-choices"), tracks: host.querySelector(".tl-tracks"), play: host.querySelector(".tl-play"), restart: host.querySelector(".tl-restart"), + startbtn: host.querySelector(".tl-startbtn"), + fitbtn: host.querySelector(".tl-fitbtn"), time: host.querySelector(".tl-time"), playhead: null, }; els.mapinfo.textContent = "点位集:" + psName + (ps.mapId ? "(地图 " + ps.mapId + ")" : "") + - (model.synthetic ? " · ⚠ 未取到真实坐标,按示意布局自动铺开(走位仍可预览)" : " · 真实坐标"); + (S.synthetic ? " · ⚠ 未取到真实坐标,按示意布局自动铺开(走位仍可预览)" : " · 真实坐标"); stageCv = els.stage; stageCtx = stageCv.getContext("2d"); - buildTracks(); els.play.onclick = () => playing ? stopPlay() : play(); - els.restart.onclick = () => { stopPlay(); seek(0); }; - seek(0); + els.restart.onclick = () => restart(); + els.startbtn.onclick = () => { if (selNode) startFrom(selNode, true); }; + els.fitbtn.onclick = () => { fitMode = !fitMode; els.fitbtn.classList.toggle("on", fitMode); refreshTimeline(); renderFrame(); }; + + startFrom(firstNode(IR)); } - function clear() { stopPlay(); if (els.host) els.host.innerHTML = ""; els = {}; model = null; } + function selectClip(c, el) { + els.tracks.querySelectorAll(".tl-clip.sel").forEach(x => x.classList.remove("sel")); + const startable = c.nodeId && S.nodes[c.nodeId]; + if (el) el.classList.add("sel"); + selNode = startable ? c.nodeId : null; + els.startbtn.disabled = !selNode; + els.startbtn.textContent = selNode ? ("▶ 从「" + nodeLabel(S, S.nodes[selNode]).slice(0, 12) + "」开始") : "▶ 从选中处开始"; + } + function clearSelection() { selNode = null; if (els.startbtn) { els.startbtn.disabled = true; els.startbtn.textContent = "▶ 从选中处开始"; } } + + function nodeLabel(S, n) { + const nm = S.nm, t = (n.text || "").slice(0, 12); + if (n.kind === "narration") return "旁白·" + nm(n.speaker || "P1") + ":" + t; + if (n.kind === "dialogue") return "对话·" + nm(n.speaker || "P1") + ":" + t; + if (n.kind === "move") return "走位·" + nm(n.actor) + "→" + n.to; + if (n.kind === "anim") return "动画·" + nm(n.actor) + " " + (n.ani || ""); + if (n.kind === "choice" || n.kind === "choice_once") return "【选择】" + (n.options || []).map(o => o.text).join(" / ").slice(0, 18); + if (n.kind === "random") return "【随机】" + (n.branches || []).length + " 路"; + if (n.kind === "fight") return "【战斗】vs " + (n.camp2 || []).map(nm).join("、"); + if (n.kind === "reward") return "奖励结算"; + if (n.kind === "out_ref") return "引用·" + n.ref; + return n.kind; + } + // 从指定节点开始:先重放途中走位算进入位置,再从该节点构建演出。 + function startFrom(targetId, autoplay) { + stopPlay(); hideChoices(); clearSelection(); + const path = pathTo(S, targetId); + S.entryPos = path ? replayPositions(S, path) : {}; + resetAccum(S); + pending = runUntilPause(S, targetId); + refreshTimeline(); + seek(0); + if (autoplay) play(); // 用户双击/点「从此处开始」=立即播放;初始加载/重头则停在起点 + } + function clear() { stopPlay(); if (els.host) els.host.innerHTML = ""; els = {}; model = S = null; } + + function restart() { startFrom(firstNode(S.IR)); } + + function refreshTimeline() { orderRows(S); buildTracks(); } function buildTracks() { const host = els.tracks; host.innerHTML = ""; host.style.position = "relative"; - const W = model.total * PXPSEC; + // 适应宽度:把整条时间轴压进可视宽度(留标签位);否则用固定 80px/s。 + PX = fitMode ? Math.max(6, ((host.clientWidth || 760) - 60) / Math.max(model.total, 0.1)) : PXMAX; + // 鼠标滚轮 → 横向滚动(横向溢出时) + host.onwheel = e => { if (host.scrollWidth > host.clientWidth + 1) { host.scrollLeft += (e.deltaY || 0) + (e.deltaX || 0); e.preventDefault(); } }; + const W = model.total * PX; const ruler = document.createElement("div"); ruler.className = "tl-ruler"; ruler.style.width = W + "px"; for (let s = 0; s <= Math.ceil(model.total); s++) { - const tick = document.createElement("div"); tick.className = "tl-tick"; tick.style.left = (s * PXPSEC) + "px"; + const tick = document.createElement("div"); tick.className = "tl-tick"; tick.style.left = (s * PX) + "px"; tick.innerHTML = '' + s + 's'; ruler.appendChild(tick); } host.appendChild(ruler); - model.rows.forEach(r => { const lane = document.createElement("div"); lane.className = "tl-lane"; lane.style.width = W + "px"; lane.style.height = ROW_H + "px"; const label = r.startsWith("演员:") ? model.nm(r.slice(3)) : r; @@ -246,69 +329,53 @@ model.clips.filter(c => c.row === r).forEach(c => { const el = document.createElement("div"); el.className = "tl-clip k-" + c.kind; - el.style.left = (c.start * PXPSEC) + "px"; - el.style.width = Math.max(8, c.dur * PXPSEC - 2) + "px"; + el.style.left = (c.start * PX) + "px"; + el.style.width = Math.max(8, c.dur * PX - 2) + "px"; el.title = c.label + "(" + c.dur.toFixed(1) + "s)"; el.textContent = c.label; el.dataset.start = c.start; el.dataset.end = c.start + c.dur; - el.onclick = e => { e.stopPropagation(); seek(c.start + 0.001); }; + if (c.nodeId && S.nodes[c.nodeId]) el.classList.add("startable"); + el.onclick = e => { e.stopPropagation(); selectClip(c, el); }; // 单击=选中(不跳时间,避免视图乱滚) + el.ondblclick = e => { e.stopPropagation(); e.preventDefault(); if (c.nodeId && S.nodes[c.nodeId]) startFrom(c.nodeId, true); }; lane.appendChild(el); }); host.appendChild(lane); }); - - const ph = document.createElement("div"); ph.className = "tl-playhead"; host.appendChild(ph); - els.playhead = ph; + const ph = document.createElement("div"); ph.className = "tl-playhead"; host.appendChild(ph); els.playhead = ph; host.onclick = e => { const rect = host.getBoundingClientRect(); - const x = e.clientX - rect.left + host.scrollLeft; - seek(Math.max(0, Math.min(model.total, x / PXPSEC))); + seek(Math.max(0, Math.min(model.total, (e.clientX - rect.left + host.scrollLeft) / PX))); }; } function worldToStage(p) { - const b = model.bounds, pad = 40; - const w = stageCv.width, h = stageCv.height; + const b = model.bounds, pad = 40, w = stageCv.width, h = stageCv.height; const dx = (b.maxX - b.minX) || 1, dz = (b.maxZ - b.minZ) || 1; const sc = Math.min((w - pad * 2) / dx, (h - pad * 2) / dz); const cx = (b.minX + b.maxX) / 2, cz = (b.minZ + b.maxZ) / 2; return { x: w / 2 + (p.x - cx) * sc, y: h / 2 - (p.z - cz) * sc, sc }; } - const ACTOR_COLORS = ["#e6c878", "#7ec8e3", "#e38f7e", "#9ee37e", "#c89ee3", "#e3c87e", "#7ee3c8"]; - function colorOf(model, actor) { + function colorOf(M, actor) { if (actor === "P1") return "#f0d890"; - const list = actorsIn(model).filter(a => a !== "P1"); - const i = list.indexOf(actor); + const list = actorsIn(M).filter(a => a !== "P1"); const i = list.indexOf(actor); return ACTOR_COLORS[(i + 1) % ACTOR_COLORS.length]; } function drawStage(tau) { const ctx = stageCtx, w = stageCv.width, h = stageCv.height; - ctx.clearRect(0, 0, w, h); - ctx.fillStyle = "#15130d"; ctx.fillRect(0, 0, w, h); - - // 锚点(淡) + ctx.clearRect(0, 0, w, h); ctx.fillStyle = "#15130d"; ctx.fillRect(0, 0, w, h); (model.anchors || []).forEach(a => { const p = worldToStage({ x: a.pos[0], z: a.pos[2] }); - ctx.strokeStyle = "rgba(180,170,140,.35)"; ctx.lineWidth = 1; - ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI * 2); ctx.stroke(); - ctx.fillStyle = "rgba(180,170,140,.45)"; ctx.font = "10px sans-serif"; ctx.textAlign = "center"; - ctx.fillText(a.name, p.x, p.y - 8); + ctx.strokeStyle = "rgba(180,170,140,.35)"; ctx.lineWidth = 1; ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI * 2); ctx.stroke(); + ctx.fillStyle = "rgba(180,170,140,.45)"; ctx.font = "10px sans-serif"; ctx.textAlign = "center"; ctx.fillText(a.name, p.x, p.y - 8); }); - - // 镜头可视区域框(始终可见,跟随焦点) - const fw = focusWorldAt(model, tau), fp = worldToStage(fw); - const bw = CAM_W * fp.sc, bh = CAM_H * fp.sc; + const fw = focusWorldAt(model, tau), fp = worldToStage(fw), bw = CAM_W * fp.sc, bh = CAM_H * fp.sc; ctx.strokeStyle = "rgba(230,200,120,.85)"; ctx.lineWidth = 1.5; ctx.setLineDash([7, 5]); ctx.strokeRect(fp.x - bw / 2, fp.y - bh / 2, bw, bh); ctx.setLineDash([]); - ctx.fillStyle = "rgba(230,200,120,.9)"; ctx.font = "10px sans-serif"; ctx.textAlign = "left"; - ctx.fillText("镜头", fp.x - bw / 2 + 4, fp.y - bh / 2 + 13); - // 焦点十字 - ctx.strokeStyle = "rgba(230,200,120,.5)"; ctx.beginPath(); - ctx.moveTo(fp.x - 6, fp.y); ctx.lineTo(fp.x + 6, fp.y); ctx.moveTo(fp.x, fp.y - 6); ctx.lineTo(fp.x, fp.y + 6); ctx.stroke(); + ctx.fillStyle = "rgba(230,200,120,.9)"; ctx.font = "10px sans-serif"; ctx.textAlign = "left"; ctx.fillText("镜头", fp.x - bw / 2 + 4, fp.y - bh / 2 + 13); + ctx.strokeStyle = "rgba(230,200,120,.5)"; ctx.beginPath(); ctx.moveTo(fp.x - 6, fp.y); ctx.lineTo(fp.x + 6, fp.y); ctx.moveTo(fp.x, fp.y - 6); ctx.lineTo(fp.x, fp.y + 6); ctx.stroke(); - // 演员 const dlg = activeDialogue(model, tau); actorsIn(model).forEach(actor => { const wp = actorPosAt(model, actor, tau), p = worldToStage(wp), col = colorOf(model, actor); @@ -316,10 +383,8 @@ const anim = activeAnim(model, actor, tau); ctx.fillStyle = col; ctx.beginPath(); ctx.arc(p.x, p.y, moving ? 9 : 8, 0, Math.PI * 2); ctx.fill(); ctx.strokeStyle = "#000"; ctx.lineWidth = 1; ctx.stroke(); - ctx.fillStyle = "#1a1710"; ctx.font = "bold 9px sans-serif"; ctx.textAlign = "center"; - ctx.fillText(actor, p.x, p.y + 3); - ctx.fillStyle = "#d8cda0"; ctx.font = "11px sans-serif"; - ctx.fillText(model.nm(actor), p.x, p.y + 22); + ctx.fillStyle = "#1a1710"; ctx.font = "bold 9px sans-serif"; ctx.textAlign = "center"; ctx.fillText(actor, p.x, p.y + 3); + ctx.fillStyle = "#d8cda0"; ctx.font = "11px sans-serif"; ctx.fillText(model.nm(actor), p.x, p.y + 22); if (moving) { ctx.fillStyle = col; ctx.font = "9px sans-serif"; ctx.fillText("…走位", p.x, p.y - 12); } if (anim) { ctx.fillStyle = col; ctx.font = "9px sans-serif"; ctx.fillText("♪" + (anim.label || ""), p.x, p.y - 12); } if (dlg && dlg.actor === actor) { @@ -328,63 +393,109 @@ } }); } - function drawBubble(ctx, cx, cy, text) { ctx.font = "12px sans-serif"; ctx.textAlign = "left"; const maxW = 260, lines = wrap(ctx, text, maxW), lh = 16; - const tw = Math.min(maxW, Math.max(...lines.map(l => ctx.measureText(l).width))) + 14; - const th = lines.length * lh + 10; - let x = cx - tw / 2, y = cy - th; - x = Math.max(4, Math.min(stageCv.width - tw - 4, x)); y = Math.max(4, y); + const tw = Math.min(maxW, Math.max(...lines.map(l => ctx.measureText(l).width))) + 14, th = lines.length * lh + 10; + let x = cx - tw / 2, y = cy - th; x = Math.max(4, Math.min(stageCv.width - tw - 4, x)); y = Math.max(4, y); ctx.fillStyle = "rgba(20,18,12,.92)"; ctx.strokeStyle = "#e6c878"; ctx.lineWidth = 1; roundRect(ctx, x, y, tw, th, 5); ctx.fill(); ctx.stroke(); - ctx.fillStyle = "#f0e6c8"; - lines.forEach((l, i) => ctx.fillText(l, x + 7, y + 16 + i * lh)); + ctx.fillStyle = "#f0e6c8"; lines.forEach((l, i) => ctx.fillText(l, x + 7, y + 16 + i * lh)); } function wrap(ctx, text, maxW) { const out = []; let cur = ""; - for (const ch of String(text)) { - if (ctx.measureText(cur + ch).width > maxW || ch === "\n") { out.push(cur); cur = ch === "\n" ? "" : ch; } - else cur += ch; - } - if (cur) out.push(cur); - return out.length ? out : [""]; + for (const ch of String(text)) { if (ctx.measureText(cur + ch).width > maxW || ch === "\n") { out.push(cur); cur = ch === "\n" ? "" : ch; } else cur += ch; } + if (cur) out.push(cur); return out.length ? out : [""]; } function roundRect(ctx, x, y, w, h, r) { - ctx.beginPath(); ctx.moveTo(x + r, y); - ctx.arcTo(x + w, y, x + w, y + h, r); ctx.arcTo(x + w, y + h, x, y + h, r); + ctx.beginPath(); ctx.moveTo(x + r, y); ctx.arcTo(x + w, y, x + w, y + h, r); ctx.arcTo(x + w, y + h, x, y + h, r); ctx.arcTo(x, y + h, x, y, r); ctx.arcTo(x, y, x + w, y, r); ctx.closePath(); } + // ---- 选项浮层(镜头下方)---- + function showChoices(node, kind) { + const box = els.choices; box.innerHTML = ""; + let q, opts; + if (kind === "fight") { + q = "战斗(预览任一结果):"; + opts = [{ label: "▶ 胜 → 继续", goto: node.win }, { label: "▷ 败 → 继续", goto: node.lose }]; + } else if (kind === "random") { + q = "随机分支(手选预览任一):"; + opts = (node.branches || []).map((b, i) => ({ label: "分支 " + (i + 1) + "(权重 " + (b.weight != null ? b.weight : "?") + ")", goto: b.goto })); + } else { + q = "请选择:"; + opts = (node.options || []).map(o => ({ + label: o.text + (o.condition ? "(需 " + o.condition.kind + o.condition.op + o.condition.value + ")" : ""), + goto: o.goto, + })); + } + box.appendChild(Object.assign(document.createElement("div"), { className: "tl-choices-q", textContent: q })); + opts.forEach(o => { + const b = document.createElement("button"); b.className = "tl-choice-btn"; b.textContent = o.label; + b.onclick = () => pick(o.goto); + box.appendChild(b); + }); + box.classList.remove("hidden"); + } + function hideChoices() { if (els.choices) { els.choices.classList.add("hidden"); els.choices.innerHTML = ""; } } + + function pick(goto) { + hideChoices(); + if (!goto) { pending = { kind: "end" }; return; } + pending = runUntilPause(S, goto); + refreshTimeline(); + play(); // 从当前 playT(上一段末尾)继续 + } + // ---- 帧/控制 ---- function renderFrame() { if (!model) return; drawStage(playT); - if (els.playhead) els.playhead.style.left = (playT * PXPSEC) + "px"; + if (els.playhead) els.playhead.style.left = (playT * PX) + "px"; if (els.time) els.time.textContent = playT.toFixed(1) + " / " + model.total.toFixed(1) + "s"; - els.tracks.querySelectorAll(".tl-clip").forEach(el => { - el.classList.toggle("active", playT >= +el.dataset.start && playT < +el.dataset.end); - }); - const host = els.tracks, phx = playT * PXPSEC; - if (phx < host.scrollLeft + 60 || phx > host.scrollLeft + host.clientWidth - 60) - host.scrollLeft = phx - host.clientWidth / 2; + els.tracks.querySelectorAll(".tl-clip").forEach(el => el.classList.toggle("active", playT >= +el.dataset.start && playT < +el.dataset.end)); + // 仅播放时把 playhead 顶在中间;暂停时不动滚动条,让用户自由横向滚动找节点。 + if (playing) { + const host = els.tracks, phx = playT * PX, maxScroll = host.scrollWidth - host.clientWidth; + host.scrollLeft = Math.max(0, Math.min(Math.max(0, maxScroll), phx - host.clientWidth / 2)); + } + } + function onReachEnd() { + if (pending && (pending.kind === "choice" || pending.kind === "choice_once" || pending.kind === "fight" || pending.kind === "random")) + showChoices(pending.node, pending.kind); } function tick(ts) { if (!playing) return; if (!lastTs) lastTs = ts; playT += (ts - lastTs) / 1000; lastTs = ts; - if (playT >= model.total) { playT = model.total; playing = false; updateBtn(); } + if (playT >= model.total) { playT = model.total; playing = false; updateBtn(); renderFrame(); onReachEnd(); return; } renderFrame(); if (playing) rafId = requestAnimationFrame(tick); } - function play() { if (!model) return; if (playT >= model.total) playT = 0; playing = true; lastTs = 0; updateBtn(); rafId = requestAnimationFrame(tick); } + function play() { if (!model) return; if (playT >= model.total && !(pending && pending.kind !== "end" && pending.kind !== "ending")) playT = 0; hideChoices(); playing = true; lastTs = 0; updateBtn(); rafId = requestAnimationFrame(tick); } function stopPlay() { playing = false; if (rafId) cancelAnimationFrame(rafId); rafId = 0; updateBtn(); } - function seek(t) { playT = t; lastTs = 0; renderFrame(); } + function seek(t) { playT = Math.max(0, Math.min(model ? model.total : 0, t)); lastTs = 0; if (playT < model.total) hideChoices(); renderFrame(); if (playT >= model.total) onReachEnd(); } function updateBtn() { if (els.play) els.play.textContent = playing ? "⏸ 暂停" : "▶ 播放"; } + // ---- 离线测试用:自动取首分支拍平整路径 ---- + function buildModelAuto(IR, anchors) { + const s = prepare(IR, anchors); + let r = extendSegment(s, firstNode(IR)), g = 0; + while (r && g++ < 200) { + if (r.kind === "choice" || r.kind === "choice_once") { const o = (r.node.options || [])[0]; if (!o) break; r = extendSegment(s, o.goto); } + else if (r.kind === "random") { const b = (r.node.branches || [])[0]; if (!b) break; r = extendSegment(s, b.goto); } + else if (r.kind === "fight") { r = extendSegment(s, r.node.win || r.node.lose); } + else break; + } + s.total = Math.max(s._t, 0.1); orderRows(s); + return s; + } + window.Timeline = { show, stop: stopPlay, clear, - // 仅供离线测试(node)调用的纯逻辑,无 DOM 依赖: - _buildModel: buildModel, _linearize: linearize, _dlgDur: dlgDur, + // 离线测试用: + _buildModel: buildModelAuto, _dlgDur: dlgDur, + _prepare: prepare, _extend: extendSegment, _runUntilPause: runUntilPause, _firstNode: firstNode, _orderRows: orderRows, + _pathTo: pathTo, _replayPositions: replayPositions, }; })();