多轮审查评估
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@@ -43,8 +43,6 @@ namespace BaseGames.EventChain
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#endif
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private readonly HashSet<string> _completedChains = new();
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/// <summary>当帧内有任意事件触发时置 true,Update 中合并为单次评估,避免同帧多事件重复遍历。</summary>
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private bool _evaluatePending;
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private readonly CompositeDisposable _subs = new();
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// ── 生命周期 ──────────────────────────────────────────────────────
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@@ -90,13 +88,8 @@ namespace BaseGames.EventChain
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}
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// ── 评估逻辑 ──────────────────────────────────────────────────────
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private void EvaluateAll() => _evaluatePending = true;
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private void Update()
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{
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if (!_evaluatePending) return;
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_evaluatePending = false;
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DoEvaluateAll();
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}
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/// <summary>收到新事件时立即评估所有链条件(无帧延迟)。</summary>
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private void EvaluateAll() => DoEvaluateAll();
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private void DoEvaluateAll()
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{
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