feat: Round 52 narrative systems improvements
P1-A: QuestManager.OnLoad Enum.TryParse failure warning (dev builds)
P1-B: SaveData.QuestState ObjectiveCompleted dict; BuildObjectiveCompleted
helper; OnSave/OnLoad wiring (DataVersion 2→3)
P2-A: Quest start/complete timestamps (_startedAtUtc/_completedAtUtc dicts;
StartedAtUtc/CompletedAtUtc in SaveData; AcceptQuest/CompleteQuest/
OnSave/OnLoad wiring)
P2-B: DialogueManager pending queue Queue→List + priority-eviction on full
(lowest-priority item evicted when higher-priority request arrives)
P2-C: NpcSO.localizationTable field; NpcSOEditor uses npc.localizationTable
in TryResolveNameKey, PingLocalizationFile, and button label
P3-A: QuestSO.failConditions[] multi-fail array; Obsolete failCondition;
DispatchEvent updates fail check to any-of-array logic with fallback
P3-B: QuestObjectiveSO.prerequisiteObjectiveId; DispatchEvent gates objective
event routing behind prerequisite completed check
P3-C: IQuestEventPayload interface + StringQuestPayload struct; QuestObjectiveSO
typed TryHandleEvent(IQuestEventPayload) overload; DispatchEvent string
overload delegates to typed IQuestEventPayload overload
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -32,6 +32,11 @@ namespace BaseGames.Dialogue
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"UI 侧可用此值绘制好感度进度条满格。")]
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[Min(0)] public int maxAffinity = 0;
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[Header("本地化")]
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[Tooltip("nameKey 所在的本地化表名(默认 \"UI\")。\n" +
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"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。")]
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public string localizationTable = "UI";
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[Header("交互提示")]
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[Tooltip("与此 NPC 交互时显示的提示本地化 Key(如 \"INTERACT_Talk\")。\n" +
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"留空时 InteractableNPC 回退到内置字符串 \"对话\"。")]
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