diff --git a/Assets/_Game/Scripts/Core/Save/SaveData.cs b/Assets/_Game/Scripts/Core/Save/SaveData.cs
index b5e53fc..54060ec 100644
--- a/Assets/_Game/Scripts/Core/Save/SaveData.cs
+++ b/Assets/_Game/Scripts/Core/Save/SaveData.cs
@@ -138,13 +138,23 @@ namespace BaseGames.Core.Save
/// 此 QuestState 数据格式版本号。
/// 1 = 原始格式(ProgressCounts 按索引,已弃用)
/// 2 = Round 24+ 格式(ObjectiveProgress 按 objectiveId 键值对)
+ /// 3 = Round 52+ 格式(新增 ObjectiveCompleted、StartedAtUtc、CompletedAtUtc)
/// OnLoad 按此字段显式选择解析路径,杜绝依赖 Count > 0 的隐式推断。
///
- public int DataVersion = 2;
- public string Status; // "Unavailable"|"Available"|"Active"|"Paused"|"Completed"|"Failed"
+ public int DataVersion = 3;
+ /// 任务运行时状态字符串。有效值:Unavailable|Available|Active|Paused|Completed|Failed。
+ /// OnLoad 通过 Enum.TryParse 解析;无效值将触发开发模式警告并降级为 Unavailable。
+ public string Status;
public int ObjectiveIndex;
- /// 新格式(Round 24+,DataVersion=2):objectiveId → progressCount,重排目标顺序后存档不会错位。
+ /// 新格式(DataVersion≥2):objectiveId → progressCount,重排目标顺序后存档不会错位。
public Dictionary ObjectiveProgress = new();
+ /// 各目标是否已判定完成(objectiveId → completed)。
+ /// 防止 GetRequiredCount 在版本迭代中变更后,重新计算结果与存档实际状态不一致。DataVersion≥3 写入。
+ public Dictionary ObjectiveCompleted = new();
+ /// 任务接取时间(Unix 秒时间戳,UTC)。0 = 未记录(旧存档)。DataVersion≥3 写入。
+ public long StartedAtUtc;
+ /// 任务完成时间(Unix 秒时间戳,UTC)。0 = 未完成或未记录。DataVersion≥3 写入。
+ public long CompletedAtUtc;
/// 旧格式(按数组索引,DataVersion=1):仅用于迁移旧版存档,新存档不再写入。已弃用,将在后续版本移除。
[System.Obsolete("旧格式存档兼容字段,仅供 OnLoad DataVersion=1 迁移使用。新存档改用 ObjectiveProgress(objectiveId 键值对)。")]
public List ProgressCounts = new();
diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
index af61db4..c745572 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
@@ -104,8 +104,9 @@ namespace BaseGames.Dialogue
/// 当 IsDialogueActive 时排队等待的对话请求。
/// 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),
/// 但容量上限为 8,避免因误触导致无限排队。
+ /// 使用 List 而非 Queue,以支持基于优先级的抢占式淘汰(队满时丢弃最低优先级项目)。
///
- private readonly Queue<(DialogueSequenceSO seq, string npcId, int priority)> _pending = new();
+ private readonly List<(DialogueSequenceSO seq, string npcId, int priority)> _pending = new();
/// 当前是否有对话正在播放。
public bool IsDialogueActive { get; private set; }
@@ -178,13 +179,35 @@ namespace BaseGames.Dialogue
}
if (_pending.Count < _pendingQueueCapacity)
- _pending.Enqueue((sequence, npcId, priority));
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ {
+ _pending.Add((sequence, npcId, priority));
+ }
else
- Debug.LogWarning(
- $"[DialogueManager] 待播队列已满(容量 {_pendingQueueCapacity})," +
- $"序列 '{sequence.sequenceId}' 被丢弃。可在 Inspector 中调大 _pendingQueueCapacity。");
+ {
+ // 队满时:查找优先级最低的项目,若新请求优先级更高则淘汰之,否则丢弃新请求
+ int minIdx = 0;
+ for (int i = 1; i < _pending.Count; i++)
+ {
+ if (_pending[i].priority < _pending[minIdx].priority) minIdx = i;
+ }
+ if (priority > _pending[minIdx].priority)
+ {
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ Debug.LogWarning(
+ $"[DialogueManager] 待播队列已满(容量 {_pendingQueueCapacity})," +
+ $"序列 '{_pending[minIdx].seq.sequenceId}'(优先级 {_pending[minIdx].priority})" +
+ $"被优先级更高的 '{sequence.sequenceId}'(优先级 {priority})淘汰。");
#endif
+ _pending.RemoveAt(minIdx);
+ _pending.Add((sequence, npcId, priority));
+ }
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ else
+ Debug.LogWarning(
+ $"[DialogueManager] 待播队列已满(容量 {_pendingQueueCapacity})," +
+ $"序列 '{sequence.sequenceId}'(优先级 {priority})被丢弃,队列中最低优先级为 {_pending[minIdx].priority}。");
+#endif
+ }
return;
}
PlayImmediate(sequence, npcId, priority);
@@ -412,8 +435,9 @@ namespace BaseGames.Dialogue
// 自动播放队首等待中的对话(脚本触发的连续序列)
if (_pending.Count > 0)
{
- var (seq, id, pri) = _pending.Dequeue();
- PlayImmediate(seq, id, pri);
+ var item = _pending[0];
+ _pending.RemoveAt(0);
+ PlayImmediate(item.seq, item.npcId, item.priority);
}
}
diff --git a/Assets/_Game/Scripts/Dialogue/NpcSO.cs b/Assets/_Game/Scripts/Dialogue/NpcSO.cs
index bc71b36..42d7271 100644
--- a/Assets/_Game/Scripts/Dialogue/NpcSO.cs
+++ b/Assets/_Game/Scripts/Dialogue/NpcSO.cs
@@ -32,6 +32,11 @@ namespace BaseGames.Dialogue
"UI 侧可用此值绘制好感度进度条满格。")]
[Min(0)] public int maxAffinity = 0;
+ [Header("本地化")]
+ [Tooltip("nameKey 所在的本地化表名(默认 \"UI\")。\n" +
+ "若 NPC 名称存储在非默认表(如 \"Character\"),在此修改后 NpcSOEditor 预览和跳转按钮将使用正确的表。")]
+ public string localizationTable = "UI";
+
[Header("交互提示")]
[Tooltip("与此 NPC 交互时显示的提示本地化 Key(如 \"INTERACT_Talk\")。\n" +
"留空时 InteractableNPC 回退到内置字符串 \"对话\"。")]
diff --git a/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs b/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs
index d6da0db..e400987 100644
--- a/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs
+++ b/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs
@@ -34,13 +34,13 @@ namespace BaseGames.Editor.Dialogue
s_previewStyle.normal.textColor = new Color(0.55f, 0.90f, 0.55f);
}
- string resolved = TryResolveNameKey(npc.nameKey);
+ string resolved = TryResolveNameKey(npc.nameKey, npc.localizationTable);
EditorGUILayout.Space(4);
if (string.IsNullOrEmpty(resolved))
{
EditorGUILayout.HelpBox(
- $"nameKey「{npc.nameKey}」在本地化表中未找到对应文本(或 LocalizationManager 未初始化)。\n" +
+ $"nameKey「{npc.nameKey}」在本地化表「{npc.localizationTable}」中未找到对应文本(或 LocalizationManager 未初始化)。\n" +
"请检查本地化表中是否存在此 Key。",
MessageType.Warning);
}
@@ -55,9 +55,9 @@ namespace BaseGames.Editor.Dialogue
EditorGUILayout.Space(4);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
- if (GUILayout.Button("跳转到本地化文件(UI 表)", GUILayout.Width(200)))
+ if (GUILayout.Button($"跳转到本地化文件({npc.localizationTable} 表)", GUILayout.Width(220)))
{
- PingLocalizationFile("UI");
+ PingLocalizationFile(npc.localizationTable);
}
EditorGUILayout.EndHorizontal();
}
@@ -66,12 +66,12 @@ namespace BaseGames.Editor.Dialogue
/// 尝试通过 LocalizationManager(若已加载)解析 nameKey;
/// 如未初始化或找不到 Key,返回 null。
///
- private static string TryResolveNameKey(string key)
+ private static string TryResolveNameKey(string key, string table = "UI")
{
try
{
// LocalizationManager.Get 在编辑器下可能返回空字符串(未初始化),视为未找到
- var resolved = BaseGames.Localization.LocalizationManager.Get(key, "UI");
+ var resolved = BaseGames.Localization.LocalizationManager.Get(key, table);
return string.IsNullOrEmpty(resolved) ? null : resolved;
}
catch
diff --git a/Assets/_Game/Scripts/Quest/IQuestManager.cs b/Assets/_Game/Scripts/Quest/IQuestManager.cs
index 4284013..58e7b75 100644
--- a/Assets/_Game/Scripts/Quest/IQuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/IQuestManager.cs
@@ -175,6 +175,34 @@ namespace BaseGames.Quest
event Action OnQuestStateChanged;
}
+ // =========================================================================
+ // IQuestEventPayload ── 强类型事件载荷接口
+ // =========================================================================
+
+ ///
+ /// 任务事件载荷接口,用于 强类型 DispatchEvent 重载。
+ /// 实现此接口可在不修改 原有 string 签名的前提下,
+ /// 逐步迁移到类型安全的载荷传递。
+ ///
+ public interface IQuestEventPayload
+ {
+ /// 以字符串形式返回载荷内容,兼容旧版 TryHandleEvent(string payload) 签名。
+ string AsString();
+ }
+
+ ///
+ /// 字符串载荷适配器。封装现有 string payload,使其可作为 传递。
+ /// 旧版 DispatchEvent(QuestEventType, string) 内部通过此结构透明转换,不破坏现有调用方。
+ ///
+ public readonly struct StringQuestPayload : IQuestEventPayload
+ {
+ private readonly string _value;
+ public StringQuestPayload(string value) => _value = value;
+ ///
+ public string AsString() => _value;
+ public static implicit operator StringQuestPayload(string s) => new StringQuestPayload(s);
+ }
+
#if UNITY_EDITOR || DEVELOPMENT_BUILD
///
/// 任务调试接口(仅编辑器 / 开发构建可用)。
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index 340d5e5..a971657 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -126,6 +126,10 @@ namespace BaseGames.Quest
/// 任务暂停时记录的 realtimeSinceStartup(供 ResumeQuest 计算暂停持续时长并日志输出)。
private readonly Dictionary _pauseTimestamps = new();
#endif
+ /// questId → 接取时间(Unix 秒,UTC)。用于存档和统计分析。
+ private readonly Dictionary _startedAtUtc = new();
+ /// questId → 完成时间(Unix 秒,UTC)。0 表示未完成或旧存档未记录。
+ private readonly Dictionary _completedAtUtc = new();
/// 供需要直接订阅 SO 频道的系统使用(推荐使用 IQuestEventSource C# 事件)。
public StringEventChannelSO QuestStartedChannel => _onQuestStarted;
/// 供需要直接订阅 SO 频道的系统使用(推荐使用 IQuestEventSource C# 事件)。
@@ -248,6 +252,7 @@ namespace BaseGames.Quest
if (!CanAccept(questId)) return;
var oldState = GetState(questId);
_questStates[questId] = QuestStateEnum.Active;
+ _startedAtUtc[questId] = System.DateTimeOffset.UtcNow.ToUnixTimeSeconds();
OnQuestStateChanged?.Invoke(questId, oldState, QuestStateEnum.Active);
Chan_QuestStarted?.Raise(questId);
OnQuestStarted?.Invoke(questId);
@@ -357,6 +362,7 @@ namespace BaseGames.Quest
// 先更新状态再发放奖励:确保 Apply 即使抛出异常,任务状态也已正确写入
_questStates[questId] = QuestStateEnum.Completed;
+ _completedAtUtc[questId] = System.DateTimeOffset.UtcNow.ToUnixTimeSeconds();
_notifiedReadyQuests.Remove(questId);
OnQuestStateChanged?.Invoke(questId, QuestStateEnum.Active, QuestStateEnum.Completed);
Chan_QuestCompleted?.Raise(questId);
@@ -661,9 +667,12 @@ namespace BaseGames.Quest
{
data.Quests.QuestStates[id] = new BaseGames.Core.Save.QuestState
{
- DataVersion = 2,
- Status = state.ToString(),
- ObjectiveProgress = BuildObjectiveProgress(id),
+ DataVersion = 3,
+ Status = state.ToString(),
+ ObjectiveProgress = BuildObjectiveProgress(id),
+ ObjectiveCompleted = BuildObjectiveCompleted(id),
+ StartedAtUtc = _startedAtUtc.TryGetValue(id, out var sta) ? sta : 0L,
+ CompletedAtUtc = _completedAtUtc.TryGetValue(id, out var cta) ? cta : 0L,
};
}
// 将本地 NPC 好感度缓存回写到存档
@@ -680,6 +689,13 @@ namespace BaseGames.Quest
{
if (System.Enum.TryParse(saved.Status, out var parsedState))
_questStates[id] = parsedState;
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ else
+ Debug.LogWarning(
+ $"[QuestManager] OnLoad:任务 '{id}' 的 Status 值 '{saved.Status}' 无法解析为 QuestStateEnum," +
+ "已忽略(该任务将不出现在运行时 _questStates,等同于 Unavailable)。" +
+ "请检查存档文件是否损坏,或任务状态枚举定义是否发生变更。");
+#endif
var quest = GetQuestSO(id);
if (quest?.objectives == null) continue;
@@ -700,6 +716,10 @@ namespace BaseGames.Quest
if (!_objectiveStates.TryGetValue(compositeKey, out var os))
os = _objectiveStates[compositeKey] = new QuestObjectiveState();
os.progressCount = count;
+ // DataVersion >= 3:从存档恢复 completed 标志(防止 GetRequiredCount 变更后判定漂移)
+ if (saved.ObjectiveCompleted != null &&
+ saved.ObjectiveCompleted.TryGetValue(obj.objectiveId, out bool done))
+ os.completed = done;
}
}
else if (saved.ProgressCounts != null
@@ -718,6 +738,9 @@ namespace BaseGames.Quest
}
}
#pragma warning restore CS0618
+ // DataVersion >= 3:恢复任务开始 / 完成时间戳(0 = 旧存档未记录,跳过)
+ if (saved.StartedAtUtc != 0) _startedAtUtc[id] = saved.StartedAtUtc;
+ if (saved.CompletedAtUtc != 0) _completedAtUtc[id] = saved.CompletedAtUtc;
}
// 从存档恢复 NPC 好感度缓存(供 CanAccept 门槛检查使用)
_npcRelations = new Dictionary(data.World.NpcRelations);
@@ -946,12 +969,43 @@ namespace BaseGames.Quest
return dict;
}
+ ///
+ /// 构建当前任务各目标的 completed 标志字典(objectiveId → completed)。
+ /// 存入 ,
+ /// 防止版本迭代中 GetRequiredCount 变更后,进度数值与实际完成状态脱钩。
+ ///
+ private Dictionary BuildObjectiveCompleted(string questId)
+ {
+ var quest = GetQuestSO(questId);
+ if (quest?.objectives == null) return new Dictionary(0);
+ var dict = new Dictionary(quest.objectives.Length, System.StringComparer.Ordinal);
+ foreach (var obj in quest.objectives)
+ {
+ if (obj == null || string.IsNullOrEmpty(obj.objectiveId)) continue;
+ _objectiveStates.TryGetValue(GetCompositeKey(questId, obj.objectiveId), out var os);
+ dict[obj.objectiveId] = os?.completed ?? false;
+ }
+ return dict;
+ }
+
+
// ── 事件路由 ─────────────────────────────────────────────────────────
// 统一分派入口:所有事件频道均路由到此方法,由各目标 SO 自行判断是否匹配。
// 新增目标类型只需在 QuestObjectiveSO 子类中 override TryHandleEvent,
// 此处无需任何修改。
+ ///
+ /// 字符串载荷重载(向后兼容)。内部将 string 包装为 后委托给强类型重载。
+ /// 所有外部调用方(订阅者、频道处理器)保持原有 string 签名,无需修改。
+ ///
private void DispatchEvent(QuestEventType eventType, string payload)
+ => DispatchEvent(eventType, new StringQuestPayload(payload));
+
+ ///
+ /// 强类型载荷主实现。子类目标 SO 可 override TryHandleEvent(QuestEventType, IQuestEventPayload, QuestObjectiveState)
+ /// 以直接获取结构化载荷,避免字符串解析开销。
+ ///
+ private void DispatchEvent(QuestEventType eventType, IQuestEventPayload payload)
{
// ─ 第1次遍历:更新目标进度 + 同步收集失败候选 ─────────────────────
// 将 CheckQuestFailConditions 内联到此处,避免对 _questStates 的独立第2次迭代。
@@ -973,6 +1027,13 @@ namespace BaseGames.Quest
foreach (var obj in quest.objectives)
{
if (obj == null || string.IsNullOrEmpty(obj.objectiveId)) continue;
+ // P3-B:前置目标顺序依赖检查——前置目标未完成时跳过本目标的事件路由
+ if (!string.IsNullOrEmpty(obj.prerequisiteObjectiveId))
+ {
+ string prereqKey = GetCompositeKey(qid, obj.prerequisiteObjectiveId);
+ if (!_objectiveStates.TryGetValue(prereqKey, out var prereqOs) || !prereqOs.completed)
+ continue;
+ }
string compositeKey = GetCompositeKey(qid, obj.objectiveId);
if (!_objectiveStates.TryGetValue(compositeKey, out var os))
os = _objectiveStates[compositeKey] = new QuestObjectiveState();
@@ -1002,10 +1063,29 @@ namespace BaseGames.Quest
// 失败条件检查(同次遍历内完成,惰性分配 toFail 列表)
// Paused 任务在此处已被跳过(见上方 state != Active continue),
// 设计意图:暂停期间目标冻结,失败条件也不判定,恢复后再继续检查。
- if (quest.canFail && quest.failCondition != null && CheckObjective(qid, quest.failCondition))
+ if (quest.canFail)
{
- toFail ??= new List();
- toFail.Add(qid);
+ // P3-A:多失败条件支持——failConditions 数组中任意一个达成即失败
+ bool triggered = false;
+ if (quest.failConditions != null && quest.failConditions.Length > 0)
+ {
+ foreach (var fc in quest.failConditions)
+ {
+ if (fc != null && CheckObjective(qid, fc)) { triggered = true; break; }
+ }
+ }
+ else
+ {
+ // 向后兼容旧版单一 failCondition 字段(Obsolete,将在后续版本移除)
+#pragma warning disable CS0618
+ triggered = quest.failCondition != null && CheckObjective(qid, quest.failCondition);
+#pragma warning restore CS0618
+ }
+ if (triggered)
+ {
+ toFail ??= new List();
+ toFail.Add(qid);
+ }
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs b/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
index 8ab659f..f8ae1ae 100644
--- a/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
@@ -46,6 +46,10 @@ namespace BaseGames.Quest
public string displayTextKey;
[Tooltip("勾选后此目标为可选项:完成可获奖励,但不阻塞任务交接。")]
public bool IsOptional;
+ [Tooltip("前置目标 objectiveId(留空 = 无依赖,目标与其他目标并行激活)。\n" +
+ "设置后,在指定目标的 completed 标志置为 true 之前,本目标不接收任何事件路由,即便事件满足匹配条件。\n" +
+ "用于实现顺序解锁的目标链(如先对话再交物品)。")]
+ public string prerequisiteObjectiveId;
///
/// 目标所需完成数量。用于 UI 显示进度条分母(如 "3/5 击败")。
@@ -75,6 +79,14 @@ namespace BaseGames.Quest
public virtual bool TryHandleEvent(QuestEventType eventType, string payload, QuestObjectiveState state)
=> false;
+ ///
+ /// 强类型载荷重载()。
+ /// 默认实现委托给 string 版本(向后兼容),子类可 override 以直接消费结构化载荷,避免字符串解析。
+ /// QuestManager 优先调用此重载。
+ ///
+ public virtual bool TryHandleEvent(QuestEventType eventType, IQuestEventPayload payload, QuestObjectiveState state)
+ => TryHandleEvent(eventType, payload?.AsString(), state);
+
///
/// 在 DataHub / 编辑器工具中显示的类型徽章文字。
/// 子类应 override 返回简洁中文标签(如 "[对话]")。
diff --git a/Assets/_Game/Scripts/Quest/QuestSO.cs b/Assets/_Game/Scripts/Quest/QuestSO.cs
index f5040a4..c30aa71 100644
--- a/Assets/_Game/Scripts/Quest/QuestSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestSO.cs
@@ -83,9 +83,14 @@ namespace BaseGames.Quest
public RewardSO reward;
[Header("失败条件(可选)")]
- [Tooltip("勾选后,failCondition 目标一旦完成,本任务立即失败并触发 EVT_QuestFailed 事件。")]
+ [Tooltip("勾选后,failConditions 中任意一个目标完成,本任务立即失败并触发 EVT_QuestFailed 事件。")]
public bool canFail;
- [Tooltip("失败判定目标。canFail=true 时有效;此目标达成即视为任务失败。")]
+ [Tooltip("失败判定目标列表(任意一个达成即失败)。canFail=true 时有效。\n" +
+ "支持多个失败条件(如「BOSS 在限时内未被击败」OR「关键 NPC 死亡」)。")]
+ public QuestObjectiveSO[] failConditions;
+ [System.Obsolete("已废弃,请改用 failConditions(数组,支持多个失败条件)。保留以兼容现有资产序列化。")]
+ [HideInInspector]
+ [Tooltip("(旧版单一失败条件,已被 failConditions 数组取代。保留以兼容现有资产。)")]
public QuestObjectiveSO failCondition;
[Header("接取/完成对话")]