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>
This commit is contained in:
@@ -175,6 +175,34 @@ namespace BaseGames.Quest
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event Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged;
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}
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// =========================================================================
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// IQuestEventPayload ── 强类型事件载荷接口
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// =========================================================================
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/// <summary>
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/// 任务事件载荷接口,用于 <see cref="QuestManager"/> 强类型 <c>DispatchEvent</c> 重载。
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/// 实现此接口可在不修改 <see cref="QuestObjectiveSO.TryHandleEvent"/> 原有 string 签名的前提下,
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/// 逐步迁移到类型安全的载荷传递。
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/// </summary>
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public interface IQuestEventPayload
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{
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/// <summary>以字符串形式返回载荷内容,兼容旧版 TryHandleEvent(string payload) 签名。</summary>
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string AsString();
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}
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/// <summary>
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/// 字符串载荷适配器。封装现有 string payload,使其可作为 <see cref="IQuestEventPayload"/> 传递。
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/// 旧版 <c>DispatchEvent(QuestEventType, string)</c> 内部通过此结构透明转换,不破坏现有调用方。
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/// </summary>
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public readonly struct StringQuestPayload : IQuestEventPayload
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{
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private readonly string _value;
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public StringQuestPayload(string value) => _value = value;
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/// <inheritdoc/>
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public string AsString() => _value;
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public static implicit operator StringQuestPayload(string s) => new StringQuestPayload(s);
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}
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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/// <summary>
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/// 任务调试接口(仅编辑器 / 开发构建可用)。
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@@ -126,6 +126,10 @@ namespace BaseGames.Quest
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/// <summary>任务暂停时记录的 realtimeSinceStartup(供 ResumeQuest 计算暂停持续时长并日志输出)。</summary>
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private readonly Dictionary<string, float> _pauseTimestamps = new();
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#endif
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/// <summary>questId → 接取时间(Unix 秒,UTC)。用于存档和统计分析。</summary>
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private readonly Dictionary<string, long> _startedAtUtc = new();
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/// <summary>questId → 完成时间(Unix 秒,UTC)。0 表示未完成或旧存档未记录。</summary>
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private readonly Dictionary<string, long> _completedAtUtc = new();
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/// <summary>供需要直接订阅 SO 频道的系统使用(推荐使用 IQuestEventSource C# 事件)。</summary>
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public StringEventChannelSO QuestStartedChannel => _onQuestStarted;
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/// <summary>供需要直接订阅 SO 频道的系统使用(推荐使用 IQuestEventSource C# 事件)。</summary>
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@@ -248,6 +252,7 @@ namespace BaseGames.Quest
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if (!CanAccept(questId)) return;
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var oldState = GetState(questId);
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_questStates[questId] = QuestStateEnum.Active;
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_startedAtUtc[questId] = System.DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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OnQuestStateChanged?.Invoke(questId, oldState, QuestStateEnum.Active);
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Chan_QuestStarted?.Raise(questId);
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OnQuestStarted?.Invoke(questId);
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@@ -357,6 +362,7 @@ namespace BaseGames.Quest
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// 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
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_questStates[questId] = QuestStateEnum.Completed;
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_completedAtUtc[questId] = System.DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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_notifiedReadyQuests.Remove(questId);
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OnQuestStateChanged?.Invoke(questId, QuestStateEnum.Active, QuestStateEnum.Completed);
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Chan_QuestCompleted?.Raise(questId);
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@@ -661,9 +667,12 @@ namespace BaseGames.Quest
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{
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data.Quests.QuestStates[id] = new BaseGames.Core.Save.QuestState
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{
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DataVersion = 2,
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Status = state.ToString(),
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ObjectiveProgress = BuildObjectiveProgress(id),
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DataVersion = 3,
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Status = state.ToString(),
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ObjectiveProgress = BuildObjectiveProgress(id),
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ObjectiveCompleted = BuildObjectiveCompleted(id),
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StartedAtUtc = _startedAtUtc.TryGetValue(id, out var sta) ? sta : 0L,
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CompletedAtUtc = _completedAtUtc.TryGetValue(id, out var cta) ? cta : 0L,
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};
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}
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// 将本地 NPC 好感度缓存回写到存档
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@@ -680,6 +689,13 @@ namespace BaseGames.Quest
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{
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if (System.Enum.TryParse<QuestStateEnum>(saved.Status, out var parsedState))
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_questStates[id] = parsedState;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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else
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Debug.LogWarning(
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$"[QuestManager] OnLoad:任务 '{id}' 的 Status 值 '{saved.Status}' 无法解析为 QuestStateEnum," +
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"已忽略(该任务将不出现在运行时 _questStates,等同于 Unavailable)。" +
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"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。");
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#endif
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var quest = GetQuestSO(id);
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if (quest?.objectives == null) continue;
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@@ -700,6 +716,10 @@ namespace BaseGames.Quest
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if (!_objectiveStates.TryGetValue(compositeKey, out var os))
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os = _objectiveStates[compositeKey] = new QuestObjectiveState();
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os.progressCount = count;
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// DataVersion >= 3:从存档恢复 completed 标志(防止 GetRequiredCount 变更后判定漂移)
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if (saved.ObjectiveCompleted != null &&
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saved.ObjectiveCompleted.TryGetValue(obj.objectiveId, out bool done))
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os.completed = done;
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}
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}
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else if (saved.ProgressCounts != null
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@@ -718,6 +738,9 @@ namespace BaseGames.Quest
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}
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}
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#pragma warning restore CS0618
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// DataVersion >= 3:恢复任务开始 / 完成时间戳(0 = 旧存档未记录,跳过)
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if (saved.StartedAtUtc != 0) _startedAtUtc[id] = saved.StartedAtUtc;
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if (saved.CompletedAtUtc != 0) _completedAtUtc[id] = saved.CompletedAtUtc;
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}
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// 从存档恢复 NPC 好感度缓存(供 CanAccept 门槛检查使用)
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_npcRelations = new Dictionary<string, int>(data.World.NpcRelations);
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@@ -946,12 +969,43 @@ namespace BaseGames.Quest
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return dict;
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}
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/// <summary>
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/// 构建当前任务各目标的 completed 标志字典(objectiveId → completed)。
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/// 存入 <see cref="BaseGames.Core.Save.QuestState.ObjectiveCompleted"/>,
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/// 防止版本迭代中 <c>GetRequiredCount</c> 变更后,进度数值与实际完成状态脱钩。
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/// </summary>
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private Dictionary<string, bool> BuildObjectiveCompleted(string questId)
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{
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var quest = GetQuestSO(questId);
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if (quest?.objectives == null) return new Dictionary<string, bool>(0);
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var dict = new Dictionary<string, bool>(quest.objectives.Length, System.StringComparer.Ordinal);
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foreach (var obj in quest.objectives)
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{
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if (obj == null || string.IsNullOrEmpty(obj.objectiveId)) continue;
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_objectiveStates.TryGetValue(GetCompositeKey(questId, obj.objectiveId), out var os);
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dict[obj.objectiveId] = os?.completed ?? false;
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}
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return dict;
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}
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// ── 事件路由 ─────────────────────────────────────────────────────────
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// 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。
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// 新增目标类型只需在 QuestObjectiveSO 子类中 override TryHandleEvent,
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// 此处无需任何修改。
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/// <summary>
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/// 字符串载荷重载(向后兼容)。内部将 string 包装为 <see cref="StringQuestPayload"/> 后委托给强类型重载。
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/// 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。
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/// </summary>
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private void DispatchEvent(QuestEventType eventType, string payload)
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=> DispatchEvent(eventType, new StringQuestPayload(payload));
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/// <summary>
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/// 强类型载荷主实现。子类目标 SO 可 override <c>TryHandleEvent(QuestEventType, IQuestEventPayload, QuestObjectiveState)</c>
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/// 以直接获取结构化载荷,避免字符串解析开销。
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/// </summary>
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private void DispatchEvent(QuestEventType eventType, IQuestEventPayload payload)
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{
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// ─ 第1次遍历:更新目标进度 + 同步收集失败候选 ─────────────────────
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// 将 CheckQuestFailConditions 内联到此处,避免对 _questStates 的独立第2次迭代。
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@@ -973,6 +1027,13 @@ namespace BaseGames.Quest
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foreach (var obj in quest.objectives)
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{
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if (obj == null || string.IsNullOrEmpty(obj.objectiveId)) continue;
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// 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
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if (!string.IsNullOrEmpty(obj.prerequisiteObjectiveId))
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{
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string prereqKey = GetCompositeKey(qid, obj.prerequisiteObjectiveId);
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if (!_objectiveStates.TryGetValue(prereqKey, out var prereqOs) || !prereqOs.completed)
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continue;
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}
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string compositeKey = GetCompositeKey(qid, obj.objectiveId);
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if (!_objectiveStates.TryGetValue(compositeKey, out var os))
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os = _objectiveStates[compositeKey] = new QuestObjectiveState();
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@@ -1002,10 +1063,29 @@ namespace BaseGames.Quest
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// 失败条件检查(同次遍历内完成,惰性分配 toFail 列表)
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// Paused 任务在此处已被跳过(见上方 state != Active continue),
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// 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。
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if (quest.canFail && quest.failCondition != null && CheckObjective(qid, quest.failCondition))
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if (quest.canFail)
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{
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toFail ??= new List<string>();
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toFail.Add(qid);
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// P3-A:多失败条件支持——failConditions 数组中任意一个达成即失败
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bool triggered = false;
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if (quest.failConditions != null && quest.failConditions.Length > 0)
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{
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foreach (var fc in quest.failConditions)
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{
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if (fc != null && CheckObjective(qid, fc)) { triggered = true; break; }
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}
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}
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else
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{
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// 向后兼容旧版单一 failCondition 字段(Obsolete,将在后续版本移除)
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#pragma warning disable CS0618
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triggered = quest.failCondition != null && CheckObjective(qid, quest.failCondition);
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#pragma warning restore CS0618
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}
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if (triggered)
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{
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toFail ??= new List<string>();
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toFail.Add(qid);
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}
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}
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}
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@@ -46,6 +46,10 @@ namespace BaseGames.Quest
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public string displayTextKey;
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[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。")]
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public bool IsOptional;
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[Tooltip("前置目标 objectiveId(留空 = 无依赖,目标与其他目标并行激活)。\n" +
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"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" +
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"用于实现顺序解锁的目标链(如先对话再交物品)。")]
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public string prerequisiteObjectiveId;
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/// <summary>
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/// 目标所需完成数量。用于 UI 显示进度条分母(如 "3/5 击败")。
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@@ -75,6 +79,14 @@ namespace BaseGames.Quest
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public virtual bool TryHandleEvent(QuestEventType eventType, string payload, QuestObjectiveState state)
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=> false;
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/// <summary>
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/// 强类型载荷重载(<see cref="IQuestEventPayload"/>)。
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/// 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。
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/// QuestManager 优先调用此重载。
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/// </summary>
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public virtual bool TryHandleEvent(QuestEventType eventType, IQuestEventPayload payload, QuestObjectiveState state)
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=> TryHandleEvent(eventType, payload?.AsString(), state);
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/// <summary>
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/// 在 DataHub / 编辑器工具中显示的类型徽章文字。
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/// 子类应 override 返回简洁中文标签(如 "[对话]")。
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@@ -83,9 +83,14 @@ namespace BaseGames.Quest
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public RewardSO reward;
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[Header("失败条件(可选)")]
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[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。")]
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[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。")]
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public bool canFail;
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[Tooltip("失败判定目标。canFail=true 时有效;此目标达成即视为任务失败。")]
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[Tooltip("失败判定目标列表(任意一个达成即失败)。canFail=true 时有效。\n" +
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"支持多个失败条件(如「BOSS 在限时内未被击败」OR「关键 NPC 死亡」)。")]
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public QuestObjectiveSO[] failConditions;
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[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。")]
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[HideInInspector]
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[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。)")]
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public QuestObjectiveSO failCondition;
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[Header("接取/完成对话")]
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