diff --git a/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs
new file mode 100644
index 0000000..54c8398
--- /dev/null
+++ b/Assets/_Game/Scripts/Dialogue/DialogueActorSO.cs
@@ -0,0 +1,81 @@
+using UnityEngine;
+
+namespace BaseGames.Dialogue
+{
+ ///
+ /// 对话角色定义 SO(架构 14_NarrativeModule §3)。
+ /// 将 NPC 的显示名、头像、对话气泡颜色集中在一处管理。
+ /// DialogueLine.actor 引用此 SO,修改头像/名称只需改一个资产,
+ /// 无需批量编辑所有对话行。
+ ///
+ /// 资产路径:Assets/_Game/Data/Dialogue/Actors/Actor_{actorId}.asset
+ ///
+ [CreateAssetMenu(menuName = "BaseGames/Dialogue/DialogueActor")]
+ public class DialogueActorSO : ScriptableObject
+ {
+ [Header("标识")]
+ [Tooltip("唯一 ID,如 \"NPC_Elder\",供 DialogueLine 引用")]
+ public string actorId;
+
+ [Header("显示")]
+ [Tooltip("本地化 Key,格式如 \"NPC_Elder_Name\"")]
+ public string nameKey;
+
+ [Tooltip("对话 UI 中显示的头像")]
+ public Sprite portrait;
+
+ [Tooltip("对话气泡/说话人名称的主题颜色(可选)")]
+ public Color accentColor = Color.white;
+
+ [Tooltip("是否为玩家角色(影响对话 UI 排版方向)")]
+ public bool isPlayer;
+
+#if UNITY_EDITOR
+ // actorId → 资产路径,5 秒 TTL,跨所有 DialogueActorSO.OnValidate 共用。
+ // 与 QuestSO / DialogueSequenceSO 保持一致的 O(1) 重复检测策略。
+ private static System.Collections.Generic.Dictionary s_actorIdToPath;
+ private static double s_actorIdsCacheTime = -10.0;
+
+ private static System.Collections.Generic.Dictionary GetActorIdCache()
+ {
+ double now = UnityEditor.EditorApplication.timeSinceStartup;
+ if (s_actorIdToPath != null && now - s_actorIdsCacheTime < 5.0)
+ return s_actorIdToPath;
+
+ s_actorIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal);
+ string[] guids = UnityEditor.AssetDatabase.FindAssets("t:DialogueActorSO");
+ foreach (var guid in guids)
+ {
+ var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
+ var actor = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
+ if (actor != null && !string.IsNullOrEmpty(actor.actorId) && !s_actorIdToPath.ContainsKey(actor.actorId))
+ s_actorIdToPath[actor.actorId] = path;
+ }
+ s_actorIdsCacheTime = now;
+ return s_actorIdToPath;
+ }
+
+ private void OnValidate()
+ {
+ if (string.IsNullOrWhiteSpace(actorId))
+ {
+ Debug.LogWarning($"[DialogueActorSO] '{name}' 缺少 actorId,保存前请填写。", this);
+ return;
+ }
+
+ // 检测重复 actorId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。
+ var cache = GetActorIdCache();
+ string myPath = UnityEditor.AssetDatabase.GetAssetPath(this);
+ if (!string.IsNullOrEmpty(myPath) &&
+ cache.TryGetValue(actorId, out var existingPath) &&
+ existingPath != myPath)
+ {
+ Debug.LogError(
+ $"[DialogueActorSO] actorId '{actorId}' 与 " +
+ $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this);
+ s_actorIdsCacheTime = -10.0;
+ }
+ }
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
index 37f450f..d63a6ca 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
@@ -1,4 +1,5 @@
using System.Collections;
+using System.Collections.Generic;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Input;
@@ -22,9 +23,36 @@ namespace BaseGames.Dialogue
[SerializeField] private VoidEventChannelSO _onDialogueStarted;
[SerializeField] private VoidEventChannelSO _onDialogueEnded;
[SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // → EVT_NpcDialogueCompleted (npcId)
+ [SerializeField] private VoidEventChannelSO _onLineStarted; // 每行开始打字时广播
+ [SerializeField] private VoidEventChannelSO _onLineEnded; // 每行玩家确认后广播
private bool _skipRequested;
+ // ── 复用 Yield 指令,避免协程每行 new WaitUntil 闭包 ───────────────
+ private sealed class WaitTypingOrSkip : CustomYieldInstruction
+ {
+ private readonly DialogueManager _m;
+ public WaitTypingOrSkip(DialogueManager m) => _m = m;
+ public override bool keepWaiting => _m._dialogueBox.IsTyping && !_m._skipRequested;
+ }
+ private sealed class WaitSkip : CustomYieldInstruction
+ {
+ private readonly DialogueManager _m;
+ public WaitSkip(DialogueManager m) => _m = m;
+ public override bool keepWaiting => !_m._skipRequested;
+ }
+
+ private WaitTypingOrSkip _waitTypingOrSkip;
+ private WaitSkip _waitSkip;
+
+ ///
+ /// 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。
+ ///
+ private readonly Queue<(DialogueSequenceSO seq, string npcId)> _pending = new();
+ private const int PendingCapacity = 8;
+
/// 当前是否有对话正在播放。
public bool IsDialogueActive { get; private set; }
@@ -34,6 +62,8 @@ namespace BaseGames.Dialogue
{
if (ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; }
ServiceLocator.Register(this);
+ _waitTypingOrSkip = new WaitTypingOrSkip(this);
+ _waitSkip = new WaitSkip(this);
}
private void OnDestroy()
@@ -49,25 +79,46 @@ namespace BaseGames.Dialogue
private void OnDisable()
{
if (_inputReader != null) _inputReader.SubmitEvent -= OnSubmit;
+ _pending.Clear();
+
+ // 若对话协程在组件禁用或场景切换时仍在运行,Unity 会强制杀死协程但不调用
+ // EndDialogue(),导致 Action Map 永久停留在 UI 模式。此处主动恢复。
+ if (IsDialogueActive)
+ {
+ StopAllCoroutines();
+ _dialogueBox?.Hide();
+ IsDialogueActive = false;
+ _inputReader?.EnableGameplayInput();
+ }
}
// ── 公开 API ──────────────────────────────────────────────────────
///
- /// 启动对话序列。若已有对话在播放则忽略新请求。
+ /// 启动对话序列。
+ /// 若已有对话在播放,请求会进入等待队列(上限 ),
+ /// 待当前对话结束后依序自动播放;超出上限的请求被丢弃。
/// 由 InteractableNPC.Interact() 调用。
///
/// 要播放的对话序列 SO。
/// NPC 标识符,对话结束时随 EVT_NpcDialogueCompleted 广播。
public void StartDialogue(DialogueSequenceSO sequence, string npcId = "")
{
- if (IsDialogueActive || sequence == null) return;
+ if (sequence == null) return;
+ if (IsDialogueActive)
+ {
+ if (_pending.Count < PendingCapacity)
+ _pending.Enqueue((sequence, npcId));
+ return;
+ }
+ PlayImmediate(sequence, npcId);
+ }
+
+ private void PlayImmediate(DialogueSequenceSO sequence, string npcId)
+ {
IsDialogueActive = true;
- _skipRequested = false;
-
- // 切换到 UI Action Map(禁用玩家移动输入)
- _inputReader.EnableUIInput();
-
+ _skipRequested = false;
+ if (_inputReader != null) _inputReader.EnableUIInput();
_onDialogueStarted?.Raise();
StartCoroutine(PlaySequence(sequence, npcId));
}
@@ -80,21 +131,28 @@ namespace BaseGames.Dialogue
private IEnumerator PlaySequence(DialogueSequenceSO sequence, string npcId)
{
- // 选择条件变体(查询 ConditionalVariant.conditionFlag — 未实现 WorldStateRegistry 查询时直接使用默认序列)
var resolved = ResolveVariant(sequence);
+ if (resolved.lines == null || resolved.lines.Length == 0)
+ {
+ EndDialogue(npcId);
+ yield break;
+ }
+
foreach (var line in resolved.lines)
{
_skipRequested = false;
_dialogueBox.ShowLine(line);
+ _onLineStarted?.Raise();
// 等待打字完成,期间允许跳过
- yield return new WaitUntil(() => !_dialogueBox.IsTyping || _skipRequested);
+ yield return _waitTypingOrSkip;
if (_dialogueBox.IsTyping) _dialogueBox.SkipTyping();
// 等待玩家按 Submit 推进下一行
_skipRequested = false;
- yield return new WaitUntil(() => _skipRequested);
+ yield return _waitSkip;
+ _onLineEnded?.Raise();
}
EndDialogue(npcId);
@@ -105,18 +163,24 @@ namespace BaseGames.Dialogue
_dialogueBox.Hide();
IsDialogueActive = false;
- // 恢复 Gameplay Action Map
- _inputReader.EnableGameplayInput();
+ if (_inputReader != null) _inputReader.EnableGameplayInput();
_onDialogueEnded?.Raise();
if (!string.IsNullOrEmpty(npcId))
_onNpcDialogueCompleted?.Raise(npcId);
+
+ // 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) = _pending.Dequeue();
+ PlayImmediate(seq, id);
+ }
}
///
/// 根据 ConditionalVariant 选择正确的序列版本。
- /// 按顺序检查 variants:第一个满足 WorldStateRegistry 标志的变体胜出;
+ /// 按顺序检查 variants:所有 requiredFlags 均满足的第一个变体胜出(AND 关系);
/// 未注入 WorldStateRegistry 或无满足条件的变体时,返回原序列(默认)。
///
private DialogueSequenceSO ResolveVariant(DialogueSequenceSO sequence)
@@ -128,12 +192,31 @@ namespace BaseGames.Dialogue
{
foreach (var variant in sequence.variants)
{
- if (!string.IsNullOrEmpty(variant.conditionFlag)
- && variant.sequence != null
- && _worldState.HasFlag(variant.conditionFlag))
- return variant.sequence;
+ if (variant.sequence == null) continue;
+ if (variant.requiredFlags == null || variant.requiredFlags.Length == 0)
+ return variant.sequence; // 无条件变体:直接采用
+
+ bool allMet = true;
+ foreach (var flag in variant.requiredFlags)
+ {
+ if (!string.IsNullOrEmpty(flag) && !_worldState.HasFlag(flag))
+ {
+ allMet = false;
+ break;
+ }
+ }
+ if (allMet) return variant.sequence;
}
}
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ else if (sequence.variants.Length > 0)
+ {
+ Debug.LogWarning(
+ $"[DialogueManager] 序列 '{sequence.sequenceId}' 有 {sequence.variants.Length} 个条件变体," +
+ "但 WorldStateRegistry 未注入,将使用默认序列。请检查 Inspector 中的 _worldState 字段。",
+ this);
+ }
+#endif
return sequence;
}
diff --git a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
index ac36131..56c830c 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
@@ -5,17 +5,38 @@ namespace BaseGames.Dialogue
///
/// 对话行结构(架构 14_NarrativeModule §3)。
/// 每行包含说话人、文本(本地化 Key)和可选的语音片段。
+ ///
+ /// 推荐通过 actor 引用 DialogueActorSO 统一管理头像/名称;
+ /// speakerNameKey / portraitSprite 作为无 SO 时的直接覆盖(保持向后兼容)。
///
[System.Serializable]
public struct DialogueLine
{
- public string speakerNameKey; // 本地化 key(如 "NPC_Elder_Name")
+ [Tooltip("说话人角色(推荐)。actor 优先;留空时回退到 speakerNameKey / portraitSprite")]
+ public DialogueActorSO actor;
+
+ [Tooltip("说话人本地化 key,留空时使用 actor.nameKey")]
+ public string speakerNameKey;
[TextArea(2, 5)]
public string textKey; // 本地化文本 key(如 "DLG_Elder_001")
- public Sprite portraitSprite; // 可选说话人头像
+
+ [Tooltip("说话人头像,留空时使用 actor.portrait")]
+ public Sprite portraitSprite;
public AudioClip voiceClip; // 可选语音
[Min(0.01f)]
public float typewriterDelay; // 每字符延迟(秒,0 = 使用默认 0.03f)
+
+ ///
+ /// 获取最终使用的说话人名称 Key:actor 优先,回退到直接字段。
+ ///
+ public string ResolvedNameKey => actor != null && !string.IsNullOrEmpty(actor.nameKey)
+ ? actor.nameKey : speakerNameKey;
+
+ ///
+ /// 获取最终使用的头像:actor 优先,回退到直接字段。
+ ///
+ public Sprite ResolvedPortrait => actor != null && actor.portrait != null
+ ? actor.portrait : portraitSprite;
}
///
@@ -29,13 +50,66 @@ namespace BaseGames.Dialogue
public string sequenceId; // 全局唯一,如 "DLG_Elder_Quest_Available"
public DialogueLine[] lines;
- /// 条件变体:满足特定世界标志时替换整个序列。
+ ///
+ /// 条件变体:所有 requiredFlags 均满足时替换整个序列(AND 关系)。
+ /// 与 NarrativeNPC.DialogueVersion 的多条件语义保持一致。
+ ///
[System.Serializable]
public struct ConditionalVariant
{
- public string conditionFlag; // WorldState flag key
+ [Tooltip("全部满足时激活此变体(AND 关系)。留空表示无条件。")]
+ [WorldStateFlag]
+ public string[] requiredFlags;
public DialogueSequenceSO sequence;
}
public ConditionalVariant[] variants;
+
+#if UNITY_EDITOR
+ // sequenceId → 资产路径,5 秒 TTL,跨所有 DialogueSequenceSO.OnValidate 共用,
+ // 避免每次 Save 都重扫所有同类 SO(O(1) 路径比对代替 O(n) 全量扫描)。
+ private static System.Collections.Generic.Dictionary s_seqIdToPath;
+ private static double s_seqIdsCacheTime = -10.0;
+
+ private static System.Collections.Generic.Dictionary GetSequenceIdCache()
+ {
+ double now = UnityEditor.EditorApplication.timeSinceStartup;
+ if (s_seqIdToPath != null && now - s_seqIdsCacheTime < 5.0)
+ return s_seqIdToPath;
+
+ s_seqIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal);
+ string[] guids = UnityEditor.AssetDatabase.FindAssets("t:DialogueSequenceSO");
+ foreach (var guid in guids)
+ {
+ var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
+ var seq = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
+ if (seq != null && !string.IsNullOrEmpty(seq.sequenceId) && !s_seqIdToPath.ContainsKey(seq.sequenceId))
+ s_seqIdToPath[seq.sequenceId] = path;
+ }
+ s_seqIdsCacheTime = now;
+ return s_seqIdToPath;
+ }
+
+ private void OnValidate()
+ {
+ if (string.IsNullOrEmpty(sequenceId))
+ {
+ sequenceId = name;
+ UnityEditor.EditorUtility.SetDirty(this);
+ }
+
+ // 检测重复 sequenceId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。
+ var cache = GetSequenceIdCache();
+ string myPath = UnityEditor.AssetDatabase.GetAssetPath(this);
+ if (!string.IsNullOrEmpty(myPath) &&
+ cache.TryGetValue(sequenceId, out var existingPath) &&
+ existingPath != myPath)
+ {
+ Debug.LogError(
+ $"[DialogueSequenceSO] sequenceId '{sequenceId}' 与 " +
+ $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this);
+ s_seqIdsCacheTime = -10.0;
+ }
+ }
+#endif
}
}
diff --git a/Assets/_Game/Scripts/Dialogue/DialogueUI.cs b/Assets/_Game/Scripts/Dialogue/DialogueUI.cs
index f30f79c..9d47853 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueUI.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueUI.cs
@@ -26,6 +26,11 @@ namespace BaseGames.Dialogue
private DialogueLine _currentLine;
private const float DefaultTypewriterDelay = 0.03f;
+ // 缓存单个 WaitForSecondsRealtime,避免 TypeLine 每字符 new 分配。
+ // 当 delay 值改变时才重新创建(不同行可能有不同打字速度)。
+ private WaitForSecondsRealtime _cachedTypeDelay;
+ private float _cachedTypeDelayValue = -1f;
+
/// 当前是否仍在执行打字机效果。
public bool IsTyping { get; private set; }
@@ -35,20 +40,22 @@ namespace BaseGames.Dialogue
public void ShowLine(DialogueLine line)
{
_currentLine = line;
- _rootPanel.SetActive(true);
- _continuePrompt.SetActive(false);
+ if (_rootPanel != null) _rootPanel.SetActive(true);
+ if (_continuePrompt != null) _continuePrompt.SetActive(false);
- // 说话人名称
- bool hasSpeaker = !string.IsNullOrEmpty(line.speakerNameKey);
+ // 说话人名称(actor 优先,回退到直接字段)
+ string resolvedNameKey = line.ResolvedNameKey;
+ bool hasSpeaker = !string.IsNullOrEmpty(resolvedNameKey);
if (_speakerNamePanel != null) _speakerNamePanel.SetActive(hasSpeaker);
if (hasSpeaker && _speakerNameText != null)
- _speakerNameText.text = LocalizationManager.Get(line.speakerNameKey, "Dialogue");
+ _speakerNameText.text = LocalizationManager.Get(resolvedNameKey, "Dialogue");
- // 头像
+ // 头像(actor 优先,回退到直接字段)
+ var resolvedPortrait = line.ResolvedPortrait;
if (_speakerPortrait != null)
{
- _speakerPortrait.gameObject.SetActive(line.portraitSprite != null);
- if (line.portraitSprite != null) _speakerPortrait.sprite = line.portraitSprite;
+ _speakerPortrait.gameObject.SetActive(resolvedPortrait != null);
+ if (resolvedPortrait != null) _speakerPortrait.sprite = resolvedPortrait;
}
// 语音播放
@@ -95,6 +102,14 @@ namespace BaseGames.Dialogue
{
IsTyping = true;
float delay = line.typewriterDelay > 0f ? line.typewriterDelay : DefaultTypewriterDelay;
+
+ // 复用缓存的 WaitForSecondsRealtime;仅当 delay 值变化时才重新 new
+ if (_cachedTypeDelay == null || !Mathf.Approximately(_cachedTypeDelayValue, delay))
+ {
+ _cachedTypeDelay = new WaitForSecondsRealtime(delay);
+ _cachedTypeDelayValue = delay;
+ }
+
string text = LocalizationManager.Get(line.textKey ?? "", "Dialogue");
// 性能:StringBuilder 避免每帧字符串分配(O(n²) → O(n))
@@ -105,7 +120,7 @@ namespace BaseGames.Dialogue
{
sb.Append(c);
if (_dialogueText != null) _dialogueText.SetText(sb); // TMP SetText(StringBuilder) 零分配
- yield return new WaitForSecondsRealtime(delay);
+ yield return _cachedTypeDelay;
}
IsTyping = false;
diff --git a/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs b/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs
index 3238c19..0bf4984 100644
--- a/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs
+++ b/Assets/_Game/Scripts/Dialogue/NarrativeNPC.cs
@@ -26,6 +26,9 @@ namespace BaseGames.Dialogue
return version.dialogue;
}
+ if (_fallbackDialogue == null)
+ Debug.LogWarning($"[NarrativeNPC] '{name}' 没有版本满足当前条件,且未配置兜底对话 (_fallbackDialogue)。", gameObject);
+
return _fallbackDialogue;
}
}
@@ -43,9 +46,11 @@ namespace BaseGames.Dialogue
public DialogueSequenceSO dialogue;
[Tooltip("全部满足才激活此版本(AND 关系)")]
+ [WorldStateFlag]
public string[] requiredFlags;
[Tooltip("有任意一个 = 此版本不激活(NOT 关系)")]
+ [WorldStateFlag]
public string[] blockedByFlags;
/// 检查此版本的激活条件(AND requiredFlags / NOT blockedByFlags)。
diff --git a/Assets/_Game/Scripts/Dialogue/WorldStateFlagAttribute.cs b/Assets/_Game/Scripts/Dialogue/WorldStateFlagAttribute.cs
new file mode 100644
index 0000000..5b63591
--- /dev/null
+++ b/Assets/_Game/Scripts/Dialogue/WorldStateFlagAttribute.cs
@@ -0,0 +1,10 @@
+using UnityEngine;
+
+namespace BaseGames.Dialogue
+{
+ ///
+ /// 标记一个 string 或 string[] 字段为世界状态标志 Key。
+ /// 在 Inspector 中会显示已知标志下拉菜单,支持直接输入新标志。
+ ///
+ public sealed class WorldStateFlagAttribute : PropertyAttribute { }
+}
diff --git a/Assets/_Game/Scripts/Editor/Dialogue/NarrativeNPCEditor.cs b/Assets/_Game/Scripts/Editor/Dialogue/NarrativeNPCEditor.cs
new file mode 100644
index 0000000..bf1cb1f
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Dialogue/NarrativeNPCEditor.cs
@@ -0,0 +1,209 @@
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Dialogue;
+using BaseGames.World;
+
+namespace BaseGames.Editor.Dialogue
+{
+ ///
+ /// NarrativeNPC 自定义 Inspector。
+ /// 在默认字段之下显示"对话版本激活状态"面板,
+ /// 以色彩提示每个 DialogueVersion 在当前 WorldStateRegistry 中是否激活,
+ /// 方便策划人员在编辑模式下即时核查对话版本切换逻辑。
+ ///
+ [CustomEditor(typeof(NarrativeNPC))]
+ public class NarrativeNPCEditor : UnityEditor.Editor
+ {
+ private static bool s_foldout = true;
+
+ private static readonly Color ColorActive = new(0.25f, 0.75f, 0.40f, 1f);
+ private static readonly Color ColorInactive = new(0.55f, 0.55f, 0.55f, 1f);
+ private static readonly Color ColorBlocked = new(0.85f, 0.40f, 0.35f, 1f);
+
+ public override void OnInspectorGUI()
+ {
+ DrawDefaultInspector();
+
+ EditorGUILayout.Space(6);
+
+ if (Application.isPlaying)
+ {
+ EditorGUILayout.HelpBox(
+ "PlayMode 中显示的是 WorldStateRegistry SO 的初始序列化值,非运行时动态 flags。\n" +
+ "如需查看实际激活版本,请在运行时检查 NPC 日志或在 SO 上断点调试。",
+ MessageType.Info);
+ }
+
+ s_foldout = EditorGUILayout.BeginFoldoutHeaderGroup(s_foldout, "对话版本激活状态");
+
+ if (s_foldout)
+ {
+ EditorGUI.indentLevel++;
+ DrawVersionStatus();
+ EditorGUI.indentLevel--;
+ }
+
+ EditorGUILayout.EndFoldoutHeaderGroup();
+ }
+
+ // ── 版本状态绘制 ──────────────────────────────────────────────────────
+
+ private void DrawVersionStatus()
+ {
+ // 获取 WorldStateRegistry(运行时或编辑器 SO 引用均可)
+ var worldStateProp = serializedObject.FindProperty("_worldState");
+ var registry = worldStateProp?.objectReferenceValue as WorldStateRegistry;
+
+ var versionsProp = serializedObject.FindProperty("_dialogueVersions");
+ if (versionsProp == null || !versionsProp.isArray || versionsProp.arraySize == 0)
+ {
+ EditorGUILayout.HelpBox("未设置任何对话版本。", MessageType.None);
+ return;
+ }
+
+ if (registry == null)
+ {
+ EditorGUILayout.HelpBox("未指定 WorldStateRegistry,无法预览激活状态。\n请在 Inspector 中设置 World State 字段。", MessageType.Warning);
+ DrawVersionLabelsOnly(versionsProp);
+ return;
+ }
+
+ bool higherActive = false;
+
+ for (int i = 0; i < versionsProp.arraySize; i++)
+ {
+ var element = versionsProp.GetArrayElementAtIndex(i);
+
+ string label = GetStringProp(element, "versionLabel");
+ string displayName = string.IsNullOrEmpty(label) ? $"版本 {i}" : label;
+ string dialogueName = GetObjectPropName(element, "dialogue");
+
+ // 计算激活状态(直接迭代 SerializedProperty,不分配中间 string[])
+ bool missingRequired = false;
+ string missingFlag = null;
+ var reqProp = element.FindPropertyRelative("requiredFlags");
+ if (reqProp != null && reqProp.isArray)
+ {
+ for (int j = 0; j < reqProp.arraySize; j++)
+ {
+ var f = reqProp.GetArrayElementAtIndex(j).stringValue;
+ if (!string.IsNullOrEmpty(f) && !registry.HasFlag(f))
+ {
+ missingRequired = true;
+ missingFlag = f;
+ break;
+ }
+ }
+ }
+
+ bool hasBlocker = false;
+ string blockerKey = null;
+ if (!missingRequired)
+ {
+ var blkProp = element.FindPropertyRelative("blockedByFlags");
+ if (blkProp != null && blkProp.isArray)
+ {
+ for (int j = 0; j < blkProp.arraySize; j++)
+ {
+ var f = blkProp.GetArrayElementAtIndex(j).stringValue;
+ if (!string.IsNullOrEmpty(f) && registry.HasFlag(f))
+ {
+ hasBlocker = true;
+ blockerKey = f;
+ break;
+ }
+ }
+ }
+ }
+
+ bool conditionsMet = !missingRequired && !hasBlocker;
+ bool isActive = conditionsMet && !higherActive;
+
+ Color statusColor;
+ string statusText;
+
+ if (isActive)
+ {
+ statusColor = ColorActive;
+ statusText = "✓ 激活中";
+ }
+ else if (conditionsMet && higherActive)
+ {
+ statusColor = ColorInactive;
+ statusText = "⏩ 被更高优先级覆盖";
+ }
+ else if (hasBlocker)
+ {
+ statusColor = ColorBlocked;
+ statusText = $"✗ blockedByFlag 阻断 [{blockerKey}]";
+ }
+ else
+ {
+ statusColor = ColorInactive;
+ statusText = $"✗ 缺少 requiredFlag [{missingFlag}]";
+ }
+
+ DrawVersionRow(i, displayName, dialogueName, statusText, statusColor);
+
+ if (conditionsMet) higherActive = true;
+ }
+
+ // 兜底说明
+ EditorGUILayout.Space(2);
+ var fallbackProp = serializedObject.FindProperty("_fallbackDialogue");
+ if (fallbackProp?.objectReferenceValue != null)
+ {
+ using (new EditorGUI.DisabledScope(true))
+ EditorGUILayout.LabelField("兜底台词", fallbackProp.objectReferenceValue.name);
+ }
+ }
+
+ private static void DrawVersionLabelsOnly(SerializedProperty versionsProp)
+ {
+ for (int i = 0; i < versionsProp.arraySize; i++)
+ {
+ var element = versionsProp.GetArrayElementAtIndex(i);
+ string label = GetStringProp(element, "versionLabel");
+ string display = string.IsNullOrEmpty(label) ? $"版本 {i}" : label;
+ EditorGUILayout.LabelField($" {i}. {display}", EditorStyles.miniLabel);
+ }
+ }
+
+ private static void DrawVersionRow(int index, string versionLabel, string dialogueName, string statusText, Color statusColor)
+ {
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ // 序号+名称
+ EditorGUILayout.LabelField($"{index}. {versionLabel}", GUILayout.Width(160));
+
+ // 对话 SO 名称
+ if (!string.IsNullOrEmpty(dialogueName))
+ {
+ using (new EditorGUI.DisabledScope(true))
+ EditorGUILayout.LabelField(dialogueName, EditorStyles.miniLabel, GUILayout.Width(140));
+ }
+
+ // 状态徽章
+ var prevColor = GUI.contentColor;
+ GUI.contentColor = statusColor;
+ EditorGUILayout.LabelField(statusText, EditorStyles.boldLabel);
+ GUI.contentColor = prevColor;
+ }
+ }
+
+ // ── 辅助:从 SerializedProperty 读取字段 ─────────────────────────────
+
+ private static string GetStringProp(SerializedProperty parent, string name)
+ {
+ var p = parent.FindPropertyRelative(name);
+ return p != null ? p.stringValue : string.Empty;
+ }
+
+ private static string GetObjectPropName(SerializedProperty parent, string name)
+ {
+ var p = parent.FindPropertyRelative(name);
+ if (p == null || p.objectReferenceValue == null) return string.Empty;
+ return p.objectReferenceValue.name;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Dialogue/WorldStateFlagDrawer.cs b/Assets/_Game/Scripts/Editor/Dialogue/WorldStateFlagDrawer.cs
new file mode 100644
index 0000000..25dc579
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Dialogue/WorldStateFlagDrawer.cs
@@ -0,0 +1,195 @@
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Dialogue;
+using BaseGames.EventChain;
+using BaseGames.Editor;
+
+namespace BaseGames.Editor.Dialogue
+{
+ ///
+ /// 在 Inspector 中为 [WorldStateFlag] 标记的 string 字段提供已知标志下拉菜单。
+ /// 扫描项目内所有 SetFlagAction / FlagSetCondition / ConditionalVariant.requiredFlags 收集已使用的标志名,
+ /// 供策划选取;同时保留直接输入新标志的能力。
+ ///
+ [CustomPropertyDrawer(typeof(WorldStateFlagAttribute))]
+ internal sealed class WorldStateFlagDrawer : PropertyDrawer
+ {
+ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+ {
+ if (property.propertyType != SerializedPropertyType.String)
+ {
+ EditorGUI.PropertyField(position, property, label);
+ return;
+ }
+
+ EditorGUI.BeginProperty(position, label, property);
+
+ // 文本输入区 + 下拉箭头按钮
+ const float btnW = 22f;
+ var textRect = new Rect(position.x, position.y, position.width - btnW - 2f, position.height);
+ var btnRect = new Rect(position.xMax - btnW, position.y, btnW, position.height);
+
+ property.stringValue = EditorGUI.TextField(textRect, label, property.stringValue);
+
+ if (GUI.Button(btnRect, EditorGUIUtility.IconContent("d_icon dropdown"), EditorStyles.iconButton))
+ {
+ var flags = WorldStateFlagCollector.CollectKnownFlags();
+ var menu = new GenericMenu();
+ var current = property.stringValue;
+ var propPath = property.propertyPath;
+ var so = property.serializedObject;
+
+ foreach (var flag in flags)
+ {
+ var captured = flag;
+ menu.AddItem(
+ new GUIContent(captured),
+ current == captured,
+ () =>
+ {
+ var prop = so.FindProperty(propPath);
+ if (prop != null)
+ {
+ prop.stringValue = captured;
+ so.ApplyModifiedProperties();
+ }
+ });
+ }
+
+ if (flags.Count == 0)
+ menu.AddDisabledItem(new GUIContent("(项目中尚未定义任何标志)"));
+
+ menu.AddSeparator(string.Empty);
+ menu.AddItem(new GUIContent("刷新列表"), false, WorldStateFlagCollector.Invalidate);
+
+ menu.ShowAsContext();
+ }
+
+ EditorGUI.EndProperty();
+ }
+ }
+
+ // ── 标志扫描器 ────────────────────────────────────────────────────────────
+ // SO 来源(SetFlagAction / FlagSetCondition / DialogueSequenceSO):5 秒 TTL 自动刷新。
+ // NarrativeNPC prefab 来源:仅在用户点击"刷新列表"时执行(开销高,手动触发)。
+
+ internal static class WorldStateFlagCollector
+ {
+ private static double _lastSoCollect = -10.0;
+ private static double _lastPrefabCollect = double.MinValue; // 默认不自动触发
+ private static List _cache = new();
+ private static SortedSet _prefabFlags = new(System.StringComparer.OrdinalIgnoreCase);
+
+ ///
+ /// 强制下次 CollectKnownFlags() 时重新扫描 SO 和 prefab(含 NarrativeNPC)。
+ /// 由下拉菜单的"刷新列表"触发。
+ ///
+ public static void Invalidate()
+ {
+ _lastSoCollect = -10.0;
+ _lastPrefabCollect = -10.0; // 重置 prefab 缓存使其在下次调用时立即扫描
+ }
+
+ ///
+ /// 收集项目内所有已使用的世界状态标志名。
+ /// - SO 来源(SetFlagAction / FlagSetCondition / ConditionalVariant):5 秒缓存。
+ /// - NarrativeNPC prefab 来源:仅在调用 Invalidate() 后才重新扫描。
+ ///
+ public static List CollectKnownFlags()
+ {
+ double now = EditorApplication.timeSinceStartup;
+
+ bool soStale = now - _lastSoCollect >= 5.0;
+ bool prefabStale = now - _lastPrefabCollect >= 5.0 && _lastPrefabCollect < 0; // 仅在 Invalidate 后为负
+
+ if (!soStale && !prefabStale)
+ return _cache;
+
+ var found = new SortedSet(System.StringComparer.OrdinalIgnoreCase);
+
+ if (soStale)
+ {
+ CollectSoFlags(found);
+ _lastSoCollect = now;
+ }
+ else
+ {
+ // SO 缓存仍有效,直接把已有 SO 标志加入合并集
+ foreach (var f in _cache)
+ {
+ // _cache 里混有 prefab 标志,先全加;下面再合并 prefab
+ found.Add(f);
+ }
+ }
+
+ if (prefabStale)
+ {
+ _prefabFlags.Clear();
+ CollectNarrativeNpcFlags(_prefabFlags);
+ _lastPrefabCollect = now;
+ }
+
+ foreach (var f in _prefabFlags)
+ found.Add(f);
+
+ _cache = new List(found);
+ return _cache;
+ }
+
+ private static void CollectSoFlags(SortedSet found)
+ {
+ foreach (var a in AssetOperations.FindAll())
+ if (!string.IsNullOrWhiteSpace(a.flagId)) found.Add(a.flagId.Trim());
+
+ foreach (var c in AssetOperations.FindAll())
+ if (!string.IsNullOrWhiteSpace(c.flagId)) found.Add(c.flagId.Trim());
+
+ foreach (var seq in AssetOperations.FindAll())
+ {
+ if (seq.variants == null) continue;
+ foreach (var v in seq.variants)
+ {
+ if (v.requiredFlags == null) continue;
+ foreach (var f in v.requiredFlags)
+ if (!string.IsNullOrWhiteSpace(f)) found.Add(f.Trim());
+ }
+ }
+ }
+
+ private static void CollectNarrativeNpcFlags(SortedSet found)
+ {
+ var prefabGuids = AssetDatabase.FindAssets("t:Prefab");
+ foreach (var guid in prefabGuids)
+ {
+ var path = AssetDatabase.GUIDToAssetPath(guid);
+ var prefab = AssetDatabase.LoadAssetAtPath(path);
+ if (prefab == null) continue;
+
+ var npc = prefab.GetComponent();
+ if (npc == null) continue;
+
+ var so = new SerializedObject(npc);
+ var versProp = so.FindProperty("_dialogueVersions");
+ if (versProp == null || !versProp.isArray) continue;
+
+ for (int i = 0; i < versProp.arraySize; i++)
+ {
+ var elem = versProp.GetArrayElementAtIndex(i);
+ ExtractStringArrayProp(elem.FindPropertyRelative("requiredFlags"), found);
+ ExtractStringArrayProp(elem.FindPropertyRelative("blockedByFlags"), found);
+ }
+ }
+ }
+
+ private static void ExtractStringArrayProp(SerializedProperty arr, SortedSet found)
+ {
+ if (arr == null || !arr.isArray) return;
+ for (int i = 0; i < arr.arraySize; i++)
+ {
+ var val = arr.GetArrayElementAtIndex(i).stringValue;
+ if (!string.IsNullOrWhiteSpace(val)) found.Add(val.Trim());
+ }
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Hub/DataHubWindow.cs b/Assets/_Game/Scripts/Editor/Hub/DataHubWindow.cs
index 13892a4..f1af19e 100644
--- a/Assets/_Game/Scripts/Editor/Hub/DataHubWindow.cs
+++ b/Assets/_Game/Scripts/Editor/Hub/DataHubWindow.cs
@@ -77,6 +77,9 @@ namespace BaseGames.Editor
_modules.Add(new BossSkillModule());
_modules.Add(new CharmModule());
_modules.Add(new StreamingModule());
+ _modules.Add(new DialogueModule());
+ _modules.Add(new QuestModule());
+ _modules.Add(new ActorModule());
}
// ── 布局 ─────────────────────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Editor/Modules/ActorModule.cs b/Assets/_Game/Scripts/Editor/Modules/ActorModule.cs
new file mode 100644
index 0000000..07985f0
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Modules/ActorModule.cs
@@ -0,0 +1,128 @@
+using System;
+using UnityEditor;
+using UnityEditor.UIElements;
+using UnityEngine;
+using UnityEngine.UIElements;
+using BaseGames.Dialogue;
+
+namespace BaseGames.Editor.Modules
+{
+ ///
+ /// DataHub 对话角色模块 —— 管理 DialogueActorSO 资产。
+ /// 统一查看、创建、重命名、删除 NPC/玩家角色定义(头像、名称 Key、强调色)。
+ ///
+ public class ActorModule : IDataModule
+ {
+ private const string Folder = "Assets/_Game/Data/Dialogue/Actors";
+ private const string Prefix = "Actor_";
+
+ public string ModuleId => "actor";
+ public string DisplayName => "角色";
+ public string IconName => "d_Prefab Icon";
+
+ private SoListPane _listPane;
+ private DetailHeader _header;
+ private DialogueActorSO _selected;
+
+ public void Initialize()
+ {
+ _listPane = new SoListPane(
+ Folder, Prefix,
+ a => a.isPlayer ? "[玩家]" : null);
+ }
+
+ public void BuildListPane(VisualElement container, Action onSelected)
+ {
+ _listPane.SelectionChanged = sel =>
+ {
+ _selected = sel;
+ onSelected?.Invoke(sel);
+ };
+ container.Add(_listPane);
+ _listPane.Refresh();
+ }
+
+ public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
+ {
+ _selected = selected as DialogueActorSO;
+
+ _header = new DetailHeader();
+ _header.SetAsset(_selected);
+ _header.RenameRequested += OnRenameRequested;
+ container.Add(_header);
+
+ if (_selected == null) return;
+
+ container.Add(BuildInfoCard(_selected));
+ container.Add(BuildActionBar(_selected));
+ container.Add(SkillModule.MakeDivider());
+ container.Add(new InspectorElement(_selected));
+ }
+
+ public void OnActivated() => _listPane?.Refresh();
+
+ // ── 内部 ─────────────────────────────────────────────────────────────
+
+ private void OnRenameRequested(string newName)
+ {
+ if (_selected == null) return;
+ var (ok, err) = AssetOperations.Rename(_selected, newName);
+ if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
+ else { _header.SetAsset(_selected); _listPane.Invalidate(); }
+ }
+
+ private static VisualElement BuildInfoCard(DialogueActorSO a)
+ {
+ var card = SkillModule.MakeCard();
+
+ SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(a.actorId) ? "(未设置)" : a.actorId);
+ SkillModule.AddChip(card, "名称 Key", string.IsNullOrEmpty(a.nameKey) ? "(未设置)" : a.nameKey);
+ if (a.isPlayer)
+ SkillModule.AddChip(card, "类型", "玩家");
+
+ // 头像预览
+ if (a.portrait != null)
+ {
+ var row = new VisualElement();
+ row.style.flexDirection = FlexDirection.Row;
+ row.style.alignItems = Align.Center;
+ row.style.paddingLeft = 8;
+ row.style.paddingTop = 4;
+
+ var img = new Image { image = a.portrait.texture };
+ img.style.width = 40;
+ img.style.height = 40;
+ img.style.borderTopLeftRadius = 4;
+ img.style.borderTopRightRadius = 4;
+ img.style.borderBottomLeftRadius = 4;
+ img.style.borderBottomRightRadius = 4;
+ row.Add(img);
+
+ // 强调色色块
+ var swatch = new VisualElement();
+ swatch.style.width = 14;
+ swatch.style.height = 14;
+ swatch.style.marginLeft = 8;
+ swatch.style.backgroundColor = new StyleColor(a.accentColor);
+ swatch.style.borderTopLeftRadius = 3;
+ swatch.style.borderTopRightRadius = 3;
+ swatch.style.borderBottomLeftRadius = 3;
+ swatch.style.borderBottomRightRadius = 3;
+ row.Add(swatch);
+
+ card.Add(row);
+ }
+
+ return card;
+ }
+
+ private VisualElement BuildActionBar(DialogueActorSO a)
+ {
+ return SkillModule.BuildStandardActionBar(
+ a, Folder, Prefix,
+ onCreated: c => _listPane.Refresh(c),
+ onCloned: c => _listPane.Refresh(c),
+ onDeleted: () => _listPane.Refresh(null));
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Modules/DialogueModule.cs b/Assets/_Game/Scripts/Editor/Modules/DialogueModule.cs
new file mode 100644
index 0000000..1f35bd2
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Modules/DialogueModule.cs
@@ -0,0 +1,230 @@
+using System;
+using UnityEditor;
+using UnityEditor.UIElements;
+using UnityEngine;
+using UnityEngine.UIElements;
+using BaseGames.Dialogue;
+
+namespace BaseGames.Editor.Modules
+{
+ ///
+ /// DataHub 对话序列模块 —— 管理 DialogueSequenceSO 资产。
+ ///
+ public class DialogueModule : IDataModule
+ {
+ private const string Folder = "Assets/_Game/Data/Dialogue";
+ private const string Prefix = "DLG_";
+
+ public string ModuleId => "dialogue";
+ public string DisplayName => "对话";
+ public string IconName => "d_UnityEditor.ConsoleWindow";
+
+ private SoListPane _listPane;
+ private DetailHeader _header;
+ private DialogueSequenceSO _selected;
+
+ public void Initialize()
+ {
+ _listPane = new SoListPane(
+ Folder, Prefix,
+ s =>
+ {
+ int v = s.variants != null ? s.variants.Length : 0;
+ return v > 0 ? $"{v}变体" : null;
+ });
+ }
+
+ public void BuildListPane(VisualElement container, Action onSelected)
+ {
+ _listPane.SelectionChanged = sel =>
+ {
+ _selected = sel;
+ onSelected?.Invoke(sel);
+ };
+ container.Add(_listPane);
+ _listPane.Refresh();
+ }
+
+ public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
+ {
+ _selected = selected as DialogueSequenceSO;
+
+ _header = new DetailHeader();
+ _header.SetAsset(_selected);
+ _header.RenameRequested += OnRenameRequested;
+ container.Add(_header);
+
+ if (_selected == null) return;
+
+ container.Add(BuildInfoCard(_selected));
+ container.Add(BuildLinesPreview(_selected));
+ if (_selected.variants != null && _selected.variants.Length > 0)
+ container.Add(BuildVariantsCard(_selected));
+ container.Add(BuildActionBar(_selected));
+ container.Add(SkillModule.MakeDivider());
+ container.Add(new InspectorElement(_selected));
+ }
+
+ public void OnActivated() => _listPane?.Refresh();
+
+ // ── 内部 ─────────────────────────────────────────────────────────────
+
+ private void OnRenameRequested(string newName)
+ {
+ if (_selected == null) return;
+ var (ok, err) = AssetOperations.Rename(_selected, newName);
+ if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
+ else { _header.SetAsset(_selected); _listPane.Invalidate(); }
+ }
+
+ private static VisualElement BuildInfoCard(DialogueSequenceSO s)
+ {
+ var card = SkillModule.MakeCard();
+ int lineCount = s.lines != null ? s.lines.Length : 0;
+ int variantCount = s.variants != null ? s.variants.Length : 0;
+
+ SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(s.sequenceId) ? "(未设置)" : s.sequenceId);
+ SkillModule.AddChip(card, "行数", lineCount.ToString());
+ if (variantCount > 0)
+ SkillModule.AddChip(card, "变体数", variantCount.ToString());
+ return card;
+ }
+
+ private static VisualElement BuildLinesPreview(DialogueSequenceSO s)
+ {
+ var section = new VisualElement();
+ section.style.paddingLeft = 12;
+ section.style.paddingRight = 12;
+ section.style.paddingTop = 6;
+ section.style.paddingBottom = 6;
+
+ var title = new Label("对话预览(前 5 行)");
+ title.style.fontSize = 11;
+ title.style.opacity = 0.55f;
+ title.style.marginBottom = 4;
+ title.style.unityFontStyleAndWeight = FontStyle.Bold;
+ section.Add(title);
+
+ if (s.lines == null || s.lines.Length == 0)
+ {
+ var empty = new Label("(无对话行)");
+ empty.style.opacity = 0.4f;
+ empty.style.fontSize = 11;
+ section.Add(empty);
+ return section;
+ }
+
+ int preview = Mathf.Min(5, s.lines.Length);
+ for (int i = 0; i < preview; i++)
+ {
+ var line = s.lines[i];
+ var row = new VisualElement();
+ row.style.flexDirection = FlexDirection.Row;
+ row.style.alignItems = Align.Center;
+ row.style.marginBottom = 3;
+
+ // 头像图标(actor 优先,回退到直接字段)
+ var portrait = line.ResolvedPortrait;
+ if (portrait != null)
+ {
+ var img = new Image { image = portrait.texture };
+ img.style.width = 18;
+ img.style.height = 18;
+ img.style.marginRight = 4;
+ img.style.borderTopLeftRadius = 2;
+ img.style.borderTopRightRadius = 2;
+ img.style.borderBottomLeftRadius = 2;
+ img.style.borderBottomRightRadius = 2;
+ row.Add(img);
+ }
+
+ // 语音图标
+ if (line.voiceClip != null)
+ {
+ var ico = EditorGUIUtility.IconContent("d_AudioClip Icon");
+ if (ico?.image != null)
+ {
+ var img = new Image { image = ico.image };
+ img.style.width = 14;
+ img.style.height = 14;
+ img.style.marginRight = 4;
+ row.Add(img);
+ }
+ }
+
+ // 说话人(actor 优先,回退到直接字段)
+ string speakerKey = line.ResolvedNameKey;
+ if (!string.IsNullOrEmpty(speakerKey))
+ {
+ var spk = new Label(speakerKey + ":");
+ spk.style.fontSize = 11;
+ spk.style.opacity = 0.55f;
+ spk.style.unityFontStyleAndWeight = FontStyle.Bold;
+ spk.style.marginRight = 4;
+ spk.style.flexShrink = 0;
+ row.Add(spk);
+ }
+
+ // 文本 key(尝试显示本地化实际内容,回退到 key 本身)
+ string rawText = string.IsNullOrEmpty(line.textKey) ? "(空)" : line.textKey;
+ string preview = string.IsNullOrEmpty(line.textKey)
+ ? "(空)"
+ : (BaseGames.Localization.LocalizationManager.GetEditorPreview(line.textKey, "Dialogue") ?? rawText);
+ if (preview.Length > 48) preview = preview[..48] + "…";
+ var lbl = new Label(preview);
+ lbl.style.fontSize = 11;
+ lbl.style.overflow = Overflow.Hidden;
+ row.Add(lbl);
+
+ section.Add(row);
+ }
+
+ if (s.lines.Length > preview)
+ {
+ var more = new Label($"… 还有 {s.lines.Length - preview} 行");
+ more.style.opacity = 0.4f;
+ more.style.fontSize = 10;
+ section.Add(more);
+ }
+
+ return section;
+ }
+
+ private static VisualElement BuildVariantsCard(DialogueSequenceSO s)
+ {
+ var card = SkillModule.MakeCard();
+ card.style.flexDirection = FlexDirection.Column;
+
+ var title = new Label("条件变体");
+ title.style.fontSize = 11;
+ title.style.opacity = 0.55f;
+ title.style.marginBottom = 4;
+ title.style.unityFontStyleAndWeight = FontStyle.Bold;
+ card.Add(title);
+
+ foreach (var v in s.variants)
+ {
+ var row = new VisualElement();
+ row.style.flexDirection = FlexDirection.Row;
+ row.style.marginBottom = 2;
+
+ string flags = v.requiredFlags != null && v.requiredFlags.Length > 0
+ ? string.Join(", ", v.requiredFlags)
+ : "(无条件)";
+ SkillModule.AddChip(row, "条件", flags);
+ SkillModule.AddChip(row, "替换序列", v.sequence != null ? v.sequence.name : "(未设置)");
+ card.Add(row);
+ }
+ return card;
+ }
+
+ private VisualElement BuildActionBar(DialogueSequenceSO s)
+ {
+ return SkillModule.BuildStandardActionBar(
+ s, Folder, Prefix,
+ onCreated: c => _listPane.Refresh(c),
+ onCloned: c => _listPane.Refresh(c),
+ onDeleted: () => _listPane.Refresh(null));
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs b/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs
new file mode 100644
index 0000000..b7625a0
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs
@@ -0,0 +1,342 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEditor;
+using UnityEditor.UIElements;
+using UnityEngine;
+using UnityEngine.UIElements;
+using BaseGames.Quest;
+
+namespace BaseGames.Editor.Modules
+{
+ ///
+ /// DataHub 任务模块 —— 管理 QuestSO 资产。
+ ///
+ public class QuestModule : IDataModule
+ {
+ private const string Folder = "Assets/_Game/Data/Quest";
+ private const string Prefix = "Quest_";
+
+ public string ModuleId => "quest";
+ public string DisplayName => "任务";
+ public string IconName => "d_UnityEditor.InspectorWindow";
+
+ private SoListPane _listPane;
+ private DetailHeader _header;
+ private QuestSO _selected;
+
+ public void Initialize()
+ {
+ _listPane = new SoListPane(
+ Folder, Prefix,
+ s =>
+ {
+ bool hasPre = s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0;
+ return hasPre ? "有前置" : null;
+ });
+ }
+
+ public void BuildListPane(VisualElement container, Action onSelected)
+ {
+ _listPane.SelectionChanged = sel =>
+ {
+ _selected = sel;
+ onSelected?.Invoke(sel);
+ };
+ container.Add(_listPane);
+ _listPane.Refresh();
+ }
+
+ public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
+ {
+ _selected = selected as QuestSO;
+
+ _header = new DetailHeader();
+ _header.SetAsset(_selected);
+ _header.RenameRequested += OnRenameRequested;
+ container.Add(_header);
+
+ if (_selected == null) return;
+
+ container.Add(BuildInfoCard(_selected));
+ container.Add(BuildObjectivesList(_selected));
+ if (_selected.branches != null && _selected.branches.Length > 0)
+ container.Add(BuildBranchesCard(_selected));
+ container.Add(BuildActionBar(_selected));
+ container.Add(SkillModule.MakeDivider());
+ container.Add(new InspectorElement(_selected));
+ }
+
+ public void OnActivated() => _listPane?.Refresh();
+
+ // ── 内部 ─────────────────────────────────────────────────────────────
+
+ private void OnRenameRequested(string newName)
+ {
+ if (_selected == null) return;
+ var (ok, err) = AssetOperations.Rename(_selected, newName);
+ if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
+ else { _header.SetAsset(_selected); _listPane.Invalidate(); }
+ }
+
+ private static VisualElement BuildInfoCard(QuestSO s)
+ {
+ var card = SkillModule.MakeCard();
+ int objCount = s.objectives != null ? s.objectives.Length : 0;
+
+ SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(s.questId) ? "(未设置)" : s.questId);
+ SkillModule.AddChip(card, "名称 Key", string.IsNullOrEmpty(s.displayNameKey) ? "(未设置)" : s.displayNameKey);
+ if (!string.IsNullOrEmpty(s.descriptionKey))
+ SkillModule.AddChip(card, "描述 Key", s.descriptionKey);
+ SkillModule.AddChip(card, "目标数", objCount.ToString());
+
+ if (s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0)
+ {
+ // 显示每个前置任务的 questId,方便策划一眼看清依赖链
+ var preIds = new System.Text.StringBuilder();
+ foreach (var pre in s.prerequisiteQuests)
+ {
+ if (pre == null) continue;
+ if (preIds.Length > 0) preIds.Append(", ");
+ preIds.Append(string.IsNullOrEmpty(pre.questId) ? pre.name : pre.questId);
+ }
+ if (preIds.Length > 0)
+ SkillModule.AddChip(card, "前置任务", preIds.ToString());
+ }
+
+ if (s.minAffinityToAccept > 0)
+ SkillModule.AddChip(card, "好感门槛", s.minAffinityToAccept.ToString());
+ if (s.canFail)
+ SkillModule.AddChip(card, "可失败", "✓");
+ if (s.reward != null)
+ SkillModule.AddChip(card, "奖励", s.reward.name);
+ return card;
+ }
+
+ private static VisualElement BuildObjectivesList(QuestSO s)
+ {
+ var section = new VisualElement();
+ section.style.paddingLeft = 12;
+ section.style.paddingRight = 12;
+ section.style.paddingTop = 6;
+ section.style.paddingBottom = 6;
+
+ var title = new Label("目标列表");
+ title.style.fontSize = 11;
+ title.style.opacity = 0.55f;
+ title.style.marginBottom = 4;
+ title.style.unityFontStyleAndWeight = FontStyle.Bold;
+ section.Add(title);
+
+ if (s.objectives == null || s.objectives.Length == 0)
+ {
+ var empty = new Label("(无目标)");
+ empty.style.opacity = 0.4f;
+ empty.style.fontSize = 11;
+ section.Add(empty);
+ return section;
+ }
+
+ for (int i = 0; i < s.objectives.Length; i++)
+ {
+ var obj = s.objectives[i];
+ if (obj == null) continue;
+
+ var row = new VisualElement();
+ row.style.flexDirection = FlexDirection.Row;
+ row.style.alignItems = Align.Center;
+ row.style.marginBottom = 3;
+
+ // 序号
+ var idx = new Label($"{i + 1}.");
+ idx.style.fontSize = 11;
+ idx.style.opacity = 0.5f;
+ idx.style.marginRight = 4;
+ idx.style.width = 16;
+ idx.style.flexShrink = 0;
+ row.Add(idx);
+
+ // 类型徽章
+ string badge = obj.BadgeLabel;
+ var badgeLbl = new Label(badge);
+ badgeLbl.style.fontSize = 10;
+ badgeLbl.style.opacity = 0.7f;
+ badgeLbl.style.marginRight = 6;
+ badgeLbl.style.flexShrink = 0;
+ badgeLbl.style.unityFontStyleAndWeight = FontStyle.Bold;
+ row.Add(badgeLbl);
+
+ // ID
+ string id = string.IsNullOrEmpty(obj.objectiveId) ? obj.name : obj.objectiveId;
+ var idLbl = new Label(id);
+ idLbl.style.fontSize = 11;
+ idLbl.style.flexGrow = 1;
+ row.Add(idLbl);
+
+ // 可选标记
+ if (obj.IsOptional)
+ {
+ var opt = new Label("[可选]");
+ opt.style.fontSize = 10;
+ opt.style.opacity = 0.5f;
+ opt.style.marginLeft = 4;
+ row.Add(opt);
+ }
+
+ section.Add(row);
+ }
+
+ return section;
+ }
+
+ private static VisualElement BuildBranchesCard(QuestSO s)
+ {
+ var card = SkillModule.MakeCard();
+ card.style.flexDirection = FlexDirection.Column;
+
+ var title = new Label("完成后分支");
+ title.style.fontSize = 11;
+ title.style.opacity = 0.55f;
+ title.style.marginBottom = 4;
+ title.style.unityFontStyleAndWeight = FontStyle.Bold;
+ card.Add(title);
+
+ foreach (var branch in s.branches)
+ {
+ var row = new VisualElement();
+ row.style.flexDirection = FlexDirection.Row;
+ row.style.marginBottom = 2;
+
+ string condition = branch.conditionQuest != null ? branch.conditionQuest.questId : "(默认)";
+ string next = branch.nextQuest != null ? branch.nextQuest.name : "(无)";
+ SkillModule.AddChip(row, "条件", condition);
+ SkillModule.AddChip(row, "后续任务", next);
+
+ // 优先显示新 SO 引用;回退到旧字段(Obsolete)
+ string seqName = branch.npcDialogueSequence != null
+ ? branch.npcDialogueSequence.name
+#pragma warning disable CS0618
+ : branch.npcDialogueKey;
+#pragma warning restore CS0618
+ if (!string.IsNullOrEmpty(seqName))
+ SkillModule.AddChip(row, "对话序列", seqName);
+ card.Add(row);
+ }
+ return card;
+ }
+
+ private VisualElement BuildActionBar(QuestSO s)
+ {
+ var bar = SkillModule.BuildStandardActionBar(
+ s, Folder, Prefix,
+ onCreated: c => _listPane.Refresh(c),
+ onCloned: c => _listPane.Refresh(c),
+ onDeleted: () => _listPane.Refresh(null));
+
+ // 任务模块额外:代码常量生成
+ new Button(GenerateQuestKeys) { text = "生成常量" }.AlsoAddTo(bar);
+
+ return bar;
+ }
+
+ // ── QuestKeys.cs 常量生成器 ──────────────────────────────────────────
+
+ private const string GeneratedFolder = "Assets/_Game/Scripts/Generated";
+ private const string QuestKeysPath = GeneratedFolder + "/QuestKeys.cs";
+
+ private static void GenerateQuestKeys()
+ {
+ // 收集所有 questId
+ var questIds = new SortedSet(StringComparer.OrdinalIgnoreCase);
+ foreach (var q in AssetOperations.FindAll())
+ if (!string.IsNullOrWhiteSpace(q.questId))
+ questIds.Add(q.questId.Trim());
+
+ // 收集所有 targetNpcId(来自 TalkToNPC 目标 SO)
+ var npcIds = new SortedSet(StringComparer.OrdinalIgnoreCase);
+ foreach (var obj in AssetOperations.FindAll())
+ if (!string.IsNullOrWhiteSpace(obj.targetNpcId))
+ npcIds.Add(obj.targetNpcId.Trim());
+
+ var sb = new StringBuilder();
+ sb.AppendLine("// ");
+ sb.AppendLine("// 由 QuestModule 工具自动生成,请勿手动编辑。");
+ sb.AppendLine("// 重新生成:DataHub → 任务 → 任意任务 → 生成常量");
+ sb.AppendLine("// ");
+ sb.AppendLine("namespace BaseGames.Quest");
+ sb.AppendLine("{");
+ sb.AppendLine(" /// 任务 ID 常量(从 QuestSO 自动生成)。");
+ sb.AppendLine(" public static class QuestKeys");
+ sb.AppendLine(" {");
+
+ sb.AppendLine(" /// 任务唯一 ID 常量。");
+ sb.AppendLine(" public static class Quest");
+ sb.AppendLine(" {");
+ if (questIds.Count == 0)
+ sb.AppendLine(" // (未发现任何 QuestSO)");
+ foreach (var id in questIds)
+ sb.AppendLine($" public const string {ToIdentifier(id)} = \"{id}\";");
+ sb.AppendLine(" }");
+
+ sb.AppendLine();
+ sb.AppendLine(" /// TalkToNPC 目标中使用的 NPC ID 常量。");
+ sb.AppendLine(" public static class NpcId");
+ sb.AppendLine(" {");
+ if (npcIds.Count == 0)
+ sb.AppendLine(" // (未发现任何 TalkToNPCObjective)");
+ foreach (var id in npcIds)
+ sb.AppendLine($" public const string {ToIdentifier(id)} = \"{id}\";");
+ sb.AppendLine(" }");
+
+ sb.AppendLine(" }");
+ sb.AppendLine("}");
+
+ if (!Directory.Exists(GeneratedFolder))
+ Directory.CreateDirectory(GeneratedFolder);
+
+ File.WriteAllText(QuestKeysPath, sb.ToString(), Encoding.UTF8);
+ AssetDatabase.Refresh();
+ Debug.Log($"[QuestModule] QuestKeys.cs 已生成:{questIds.Count} 个任务 ID,{npcIds.Count} 个 NPC ID。");
+ EditorUtility.DisplayDialog("生成成功",
+ $"QuestKeys.cs 已写入 {QuestKeysPath}\n任务 ID: {questIds.Count} NPC ID: {npcIds.Count}",
+ "确定");
+ }
+
+ /// 将任意字符串转换为合法的 C# 标识符(PascalCase)。C# 保留关键字加 @ 前缀。
+ private static string ToIdentifier(string raw)
+ {
+ if (string.IsNullOrEmpty(raw)) return "_Empty";
+ var parts = raw.Split('_', '-', ' ', '.', '/');
+ var sb = new StringBuilder();
+ foreach (var part in parts)
+ {
+ if (part.Length == 0) continue;
+ sb.Append(char.ToUpperInvariant(part[0]));
+ if (part.Length > 1) sb.Append(part.Substring(1));
+ }
+ string result = sb.ToString();
+ if (result.Length > 0 && char.IsDigit(result[0]))
+ result = "_" + result;
+ if (string.IsNullOrEmpty(result)) return "_Empty";
+ // C# 保留关键字加 @ 前缀,避免生成无法编译的代码
+ if (s_CSharpKeywords.Contains(result))
+ result = "@" + result;
+ return result;
+ }
+
+ private static readonly HashSet s_CSharpKeywords = new HashSet(
+ System.StringComparer.Ordinal)
+ {
+ "abstract","as","base","bool","break","byte","case","catch","char","checked",
+ "class","const","continue","decimal","default","delegate","do","double","else",
+ "enum","event","explicit","extern","false","finally","fixed","float","for",
+ "foreach","goto","if","implicit","in","int","interface","internal","is","lock",
+ "long","namespace","new","null","object","operator","out","override","params",
+ "private","protected","public","readonly","ref","return","sbyte","sealed",
+ "short","sizeof","stackalloc","static","string","struct","switch","this",
+ "throw","true","try","typeof","uint","ulong","unchecked","unsafe","ushort",
+ "using","virtual","void","volatile","while"
+ };
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Modules/SkillModule.cs b/Assets/_Game/Scripts/Editor/Modules/SkillModule.cs
index 8a9a1fe..592db2a 100644
--- a/Assets/_Game/Scripts/Editor/Modules/SkillModule.cs
+++ b/Assets/_Game/Scripts/Editor/Modules/SkillModule.cs
@@ -99,15 +99,7 @@ namespace BaseGames.Editor.Modules
{ text = "克隆..." }.AlsoAddTo(bar);
var del = new Button(() => { if (AssetOperations.Delete(s)) _listPane.Refresh(null); }) { text = "删除" };
- del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
- del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
- del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
- del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
- del.style.borderLeftWidth = 1;
- del.style.borderRightWidth = 1;
- del.style.borderTopWidth = 1;
- del.style.borderBottomWidth = 1;
- del.style.marginLeft = 8;
+ ApplyDeleteStyle(del);
del.AlsoAddTo(bar);
return bar;
@@ -171,6 +163,69 @@ namespace BaseGames.Editor.Modules
d.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.2f));
return d;
}
+
+ /// 将删除按钮染成红色边框,统一各模块样式。
+ internal static void ApplyDeleteStyle(Button btn)
+ {
+ var red = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
+ btn.style.borderLeftColor = red;
+ btn.style.borderRightColor = red;
+ btn.style.borderTopColor = red;
+ btn.style.borderBottomColor = red;
+ btn.style.borderLeftWidth = 1;
+ btn.style.borderRightWidth = 1;
+ btn.style.borderTopWidth = 1;
+ btn.style.borderBottomWidth = 1;
+ btn.style.marginLeft = 8;
+ }
+
+ ///
+ /// 为任意 ScriptableObject 模块生成标准 ActionBar(新建 / 定位 / 克隆 / 删除)。
+ /// 各模块可在返回后向 bar 追加额外按钮。
+ ///
+ /// 当前选中资产。
+ /// 资产所在文件夹(用于新建 / 克隆)。
+ /// 新建资产的文件名前缀。
+ /// 新建完成回调(传入新资产)。
+ /// 克隆完成回调(传入克隆资产)。
+ /// 删除完成回调。
+ internal static VisualElement BuildStandardActionBar(
+ T asset,
+ string folder,
+ string prefix,
+ Action onCreated,
+ Action onCloned,
+ Action onDeleted) where T : UnityEngine.ScriptableObject
+ {
+ var bar = MakeActionBar();
+
+ new Button(() =>
+ {
+ var c = AssetOperations.Create(folder, prefix + "New");
+ if (c != null) onCreated?.Invoke(c);
+ }) { text = "新建" }.AlsoAddTo(bar);
+
+ new Button(() =>
+ {
+ EditorGUIUtility.PingObject(asset);
+ Selection.activeObject = asset;
+ }) { text = "定位" }.AlsoAddTo(bar);
+
+ new Button(() =>
+ {
+ var c = AssetOperations.Clone(asset, folder);
+ if (c != null) onCloned?.Invoke(c);
+ }) { text = "克隆..." }.AlsoAddTo(bar);
+
+ var del = new Button(() =>
+ {
+ if (AssetOperations.Delete(asset)) onDeleted?.Invoke();
+ }) { text = "删除" };
+ ApplyDeleteStyle(del);
+ del.AlsoAddTo(bar);
+
+ return bar;
+ }
}
// ── Button 扩展(模块内共用)─────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Editor/Quest/QuestManagerPostprocessor.cs b/Assets/_Game/Scripts/Editor/Quest/QuestManagerPostprocessor.cs
new file mode 100644
index 0000000..8266961
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Quest/QuestManagerPostprocessor.cs
@@ -0,0 +1,64 @@
+using System.Reflection;
+using UnityEditor;
+using UnityEngine;
+
+namespace BaseGames.Quest.Editor
+{
+ ///
+ /// 监听 QuestSO 资产的增删/移动事件,自动刷新场景中 QuestManager 的 _allQuests 列表。
+ /// 保证策划通过 DataHub 创建新任务后无需手动触发 OnValidate。
+ ///
+ internal sealed class QuestManagerPostprocessor : AssetPostprocessor
+ {
+ private static void OnPostprocessAllAssets(
+ string[] imported, string[] deleted, string[] moved, string[] movedFrom)
+ {
+ if (!NeedsRefresh(imported) && !NeedsRefresh(deleted) && !NeedsRefresh(moved))
+ return;
+
+ RefreshAllQuestManagers();
+ }
+
+ private static bool NeedsRefresh(string[] paths)
+ {
+ if (paths == null) return false;
+ foreach (var p in paths)
+ {
+ if (p.EndsWith(".asset", System.StringComparison.OrdinalIgnoreCase)
+ && AssetDatabase.GetMainAssetTypeAtPath(p) == typeof(QuestSO))
+ return true;
+ }
+ return false;
+ }
+
+ ///
+ /// 在所有已加载场景中查找 QuestManager,通过反射调用其
+ /// EditorRefreshQuestList 方法(#if UNITY_EDITOR 区块内定义)。
+ ///
+ private static void RefreshAllQuestManagers()
+ {
+ var managers = Object.FindObjectsByType(
+ FindObjectsInactive.Include, FindObjectsSortMode.None);
+
+ if (managers == null || managers.Length == 0) return;
+
+ var method = typeof(QuestManager).GetMethod(
+ "EditorRefreshQuestList",
+ BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
+
+ if (method == null)
+ {
+ Debug.LogWarning("[QuestManagerPostprocessor] 未找到 EditorRefreshQuestList 方法,请确认 QuestManager 包含该方法。");
+ return;
+ }
+
+ foreach (var mgr in managers)
+ {
+ method.Invoke(mgr, null);
+ EditorUtility.SetDirty(mgr);
+ }
+
+ Debug.Log($"[QuestManagerPostprocessor] 已刷新 {managers.Length} 个 QuestManager 的任务列表。");
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Shared/AssetOperations.cs b/Assets/_Game/Scripts/Editor/Shared/AssetOperations.cs
index 590291c..8b1769a 100644
--- a/Assets/_Game/Scripts/Editor/Shared/AssetOperations.cs
+++ b/Assets/_Game/Scripts/Editor/Shared/AssetOperations.cs
@@ -55,20 +55,14 @@ namespace BaseGames.Editor
string path = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrEmpty(path)) return (false, "资产不在 AssetDatabase 中");
- // 先更新序列化内部名称
- string oldName = asset.name;
- Undo.RecordObject(asset, "Rename " + oldName);
- asset.name = newName;
- EditorUtility.SetDirty(asset);
-
- // 再重命名磁盘文件
+ // 先重命名磁盘文件,成功后再修改内部名称,避免 Undo 状态被失败操作污染
string err = AssetDatabase.RenameAsset(path, newName);
if (!string.IsNullOrEmpty(err))
- {
- asset.name = oldName;
- EditorUtility.SetDirty(asset);
return (false, err);
- }
+
+ Undo.RecordObject(asset, "Rename " + asset.name);
+ asset.name = newName;
+ EditorUtility.SetDirty(asset);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
diff --git a/Assets/_Game/Scripts/EventChain/EventChainSO.cs b/Assets/_Game/Scripts/EventChain/EventChainSO.cs
index 6ec9988..9233053 100644
--- a/Assets/_Game/Scripts/EventChain/EventChainSO.cs
+++ b/Assets/_Game/Scripts/EventChain/EventChainSO.cs
@@ -2,6 +2,7 @@ using System;
using System.Collections;
using BaseGames.Core;
using BaseGames.Core.Events;
+using BaseGames.Dialogue;
using UnityEngine;
namespace BaseGames.EventChain
@@ -59,7 +60,7 @@ namespace BaseGames.EventChain
public class BossDefeatedCondition : ChainCondition
{
public string bossId;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnBossDefeated += Check;
public override void Unregister(EventChainManager m) => m.OnBossDefeated -= Check;
public override bool IsMet() => _met;
@@ -80,7 +81,7 @@ namespace BaseGames.EventChain
public class AbilityUnlockedCondition : ChainCondition
{
public string abilityId;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnAbilityUnlocked += Check;
public override void Unregister(EventChainManager m) => m.OnAbilityUnlocked -= Check;
public override bool IsMet() => _met;
@@ -92,7 +93,7 @@ namespace BaseGames.EventChain
public class CollectibleCollectedCondition : ChainCondition
{
public string itemId;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnCollectiblePickedUp += Check;
public override void Unregister(EventChainManager m) => m.OnCollectiblePickedUp -= Check;
public override bool IsMet() => _met;
@@ -104,7 +105,7 @@ namespace BaseGames.EventChain
public class RoomEnteredCondition : ChainCondition
{
public string sceneName;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnRoomEntered += Check;
public override void Unregister(EventChainManager m) => m.OnRoomEntered -= Check;
public override bool IsMet() => _met;
@@ -116,7 +117,7 @@ namespace BaseGames.EventChain
public class DialogueCompletedCondition : ChainCondition
{
public string npcId;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnDialogueCompleted += Check;
public override void Unregister(EventChainManager m) => m.OnDialogueCompleted -= Check;
public override bool IsMet() => _met;
@@ -128,7 +129,7 @@ namespace BaseGames.EventChain
public class ChainCompletedCondition : ChainCondition
{
public string chainId;
- private bool _met;
+ [System.NonSerialized] private bool _met;
public override void Register(EventChainManager m) => m.OnChainCompleted += Check;
public override void Unregister(EventChainManager m) => m.OnChainCompleted -= Check;
public override bool IsMet() => _met;
@@ -167,11 +168,18 @@ namespace BaseGames.EventChain
[CreateAssetMenu(menuName = "BaseGames/EventChain/Action/SetFlag")]
public class SetFlagAction : ChainAction
{
+ [WorldStateFlag]
public string flagId;
public bool value = true;
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
- ServiceLocator.GetOrDefault()?.SetFlag(flagId, value);
+ var saveService = ServiceLocator.GetOrDefault();
+ if (saveService == null)
+ {
+ Debug.LogError($"[SetFlagAction] ISaveService 未注册,标志 '{flagId}' 无法持久化。", this);
+ yield break;
+ }
+ saveService.SetFlag(flagId, value);
yield break;
}
}
diff --git a/Assets/_Game/Scripts/Localization/LocalizationManager.cs b/Assets/_Game/Scripts/Localization/LocalizationManager.cs
index fabc704..e805698 100644
--- a/Assets/_Game/Scripts/Localization/LocalizationManager.cs
+++ b/Assets/_Game/Scripts/Localization/LocalizationManager.cs
@@ -122,7 +122,64 @@ namespace BaseGames.Localization
public static string Get(string key, string table = "UI")
=> ServiceLocator.GetOrDefault()?.Get(key, table) ?? key;
- // ── 内部 ─────────────────────────────────────────────────────────────
+ // ── 编辑器预览(不依赖 ServiceLocator 实例)────────────────────────────
+#if UNITY_EDITOR
+ // 编辑器预览缓存:"{language}/{table}" → (key → value)
+ // 生命周期与编辑器进程相同;域重载时自动清空(static 字段随域重载重置)。
+ private static readonly System.Collections.Generic.Dictionary<
+ string,
+ System.Collections.Generic.Dictionary> s_editorPreviewCache = new();
+
+ ///
+ /// 编辑器工具专用:不依赖运行时服务实例,直接从 Resources 读取本地化文本。
+ /// 结果缓存在静态字典中,同一编辑器会话内同一表只加载一次。
+ /// 找不到时返回 null(区别于运行时的 key 回退,便于调用方判断是否显示 key)。
+ ///
+ public static string GetEditorPreview(string key, string table = "UI",
+ Language language = Language.ChineseSimplified)
+ {
+ if (string.IsNullOrEmpty(key)) return null;
+
+ var dict = GetEditorTable(language, table)
+ ?? GetEditorTable(Language.English, table); // 中文缺失时英文回退
+ if (dict == null) return null;
+
+ dict.TryGetValue(key, out var value);
+ return value; // 找不到 key 时返回 null
+ }
+
+ private static System.Collections.Generic.Dictionary GetEditorTable(
+ Language language, string table)
+ {
+ string cacheKey = $"{language}/{table}";
+ if (s_editorPreviewCache.TryGetValue(cacheKey, out var cached))
+ return cached; // 已缓存(可能是 null 占位,表示文件不存在)
+
+ string path = $"Localization/{language}/{table}";
+ var asset = Resources.Load(path);
+ if (asset == null)
+ {
+ s_editorPreviewCache[cacheKey] = null; // 记录"不存在",避免重复尝试
+ return null;
+ }
+
+ var parsed = JsonUtility.FromJson(asset.text);
+ if (parsed?.entries == null)
+ {
+ s_editorPreviewCache[cacheKey] = null;
+ return null;
+ }
+
+ var dict = new System.Collections.Generic.Dictionary(
+ parsed.entries.Count, System.StringComparer.Ordinal);
+ foreach (var entry in parsed.entries)
+ if (!string.IsNullOrEmpty(entry.key))
+ dict[entry.key] = entry.value ?? string.Empty;
+
+ s_editorPreviewCache[cacheKey] = dict;
+ return dict;
+ }
+#endif
private bool TryGetFromTable(Language language, string table, string key, out string value)
{
var cacheKey = $"{language}/{table}";
diff --git a/Assets/_Game/Scripts/Quest/QuestGiver.cs b/Assets/_Game/Scripts/Quest/QuestGiver.cs
index 3fdcddd..7c0b1c8 100644
--- a/Assets/_Game/Scripts/Quest/QuestGiver.cs
+++ b/Assets/_Game/Scripts/Quest/QuestGiver.cs
@@ -27,7 +27,7 @@ namespace BaseGames.Quest
protected override void Interact_Internal(Transform player)
{
var qm = SL.GetOrDefault();
- var quest = GetCurrentQuest(qm);
+ var quest = GetCurrentOrCompletedQuest(qm);
if (quest == null || qm == null) return;
var state = qm.GetState(quest.questId);
@@ -36,7 +36,7 @@ namespace BaseGames.Quest
{
qm.AcceptQuest(quest.questId);
}
- else if (qm.IsReadyToComplete(quest.questId))
+ else if (state == QuestStateEnum.Active && qm.IsReadyToComplete(quest.questId))
{
// 直接从 player 获取 PlayerStats,避免对 PlayerController 的程序集依赖
var stats = player.GetComponentInParent();
@@ -47,7 +47,7 @@ namespace BaseGames.Quest
protected override DialogueSequenceSO GetCurrentDialogue()
{
var qm = SL.GetOrDefault();
- var quest = GetCurrentQuest(qm);
+ var quest = GetCurrentOrCompletedQuest(qm);
if (quest == null || qm == null) return base.GetCurrentDialogue();
var state = qm.GetState(quest.questId);
@@ -64,19 +64,25 @@ namespace BaseGames.Quest
// ── 私有辅助 ─────────────────────────────────────────────────────────
- /// 返回当前处于 Available 或 Active 状态的第一个任务。
- private QuestSO GetCurrentQuest(IQuestManager qm = null)
+ ///
+ /// 返回当前处于 Available 或 Active 状态的第一个任务;
+ /// 若全部已完成,返回最后一个已完成任务(用于显示 completedDialogue)。
+ ///
+ private QuestSO GetCurrentOrCompletedQuest(IQuestManager qm = null)
{
if (_offeredQuests == null) return null;
qm ??= SL.GetOrDefault();
if (qm == null) return null;
+
+ QuestSO lastCompleted = null;
foreach (var q in _offeredQuests)
{
if (q == null) continue;
var s = qm.GetState(q.questId);
if (s == QuestStateEnum.Available || s == QuestStateEnum.Active) return q;
+ if (s == QuestStateEnum.Completed) lastCompleted = q;
}
- return null;
+ return lastCompleted;
}
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index c465e3d..c4e3050 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -11,17 +11,23 @@ namespace BaseGames.Quest
/// 挂在 Persistent 场景 [GameManagers] 下。
/// 事件驱动追踪目标进度,不主动轮询。
/// 实现 ISaveable,通过 SaveManager 持久化任务状态。
+ ///
+ /// _allQuests 由编辑器 OnValidate / "刷新任务列表" 右键菜单自动填充,
+ /// 无需策划人员手动拖入 ScriptableObject。
///
public class QuestManager : MonoBehaviour, ISaveable, IQuestManager
{
// ── Inspector ────────────────────────────────────────────────────────
- [SerializeField] private QuestSO[] _allQuests;
+
+ [Tooltip("所有 QuestSO 资产。编辑器会自动同步,无需手动维护。")]
+ [SerializeField] private QuestSO[] _allQuests;
[Header("Event Channels(监听)")]
[SerializeField] private StringEventChannelSO _onEnemyDied; // EVT_EnemyDied(enemyId)
- [SerializeField] private StringEventChannelSO _onCollectiblePickup; // EVT_CollectiblePickup(itemId)
- [SerializeField] private StringEventChannelSO _onSceneLoaded; // EVT_SceneLoaded(sceneName)
- [SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // EVT_NpcDialogueCompleted(npcId)
+ [SerializeField] private StringEventChannelSO _onCollectiblePickup; // EVT_CollectiblePickup(itemId)
+ [SerializeField] private StringEventChannelSO _onSceneLoaded; // EVT_SceneLoaded(sceneName)
+ [SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // EVT_NpcDialogueCompleted(npcId)
+ [SerializeField] private StringEventChannelSO _onSkillUsed; // EVT_SkillUsed(abilityType.ToString())
[Header("Event Channels(广播)")]
[SerializeField] private StringEventChannelSO _onQuestStarted; // questId
@@ -52,14 +58,35 @@ namespace BaseGames.Quest
foreach (var q in _allQuests)
if (q != null && !string.IsNullOrEmpty(q.questId))
_questIndex[q.questId] = q;
+
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ ValidateQuestIds();
+#endif
}
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ private void ValidateQuestIds()
+ {
+ if (_allQuests == null) return;
+ var seen = new HashSet(System.StringComparer.Ordinal);
+ foreach (var q in _allQuests)
+ {
+ if (q == null) continue;
+ if (string.IsNullOrEmpty(q.questId))
+ Debug.LogError($"[QuestManager] QuestSO '{q.name}' 缺少 questId,此任务将无法被引用。", q);
+ else if (!seen.Add(q.questId))
+ Debug.LogError($"[QuestManager] 重复的 questId '{q.questId}'(资产:{q.name}),将导致任务系统异常。", q);
+ }
+ }
+#endif
+
private void OnEnable()
{
_onEnemyDied?.Subscribe(HandleEnemyDefeated).AddTo(_subs);
_onCollectiblePickup?.Subscribe(HandleItemCollected).AddTo(_subs);
_onSceneLoaded?.Subscribe(HandleSceneLoaded).AddTo(_subs);
_onNpcDialogueCompleted?.Subscribe(HandleNpcDialogue).AddTo(_subs);
+ _onSkillUsed?.Subscribe(HandleSkillUsed).AddTo(_subs);
BaseGames.Core.ServiceLocator.GetOrDefault()?.Register(this);
}
@@ -94,16 +121,17 @@ namespace BaseGames.Quest
_onQuestCompleted?.Raise(questId);
// 解锁后续任务(分支)
+ // conditionQuest == null 表示默认分支,conditionQuest != null 则要求该任务已完成。
+ // 不 break —— 允许同时解锁多个后续任务(如完成任务后同时开放多条支线)。
if (quest.branches != null)
{
foreach (var branch in quest.branches)
{
- if (string.IsNullOrEmpty(branch.conditionQuestId) ||
- GetState(branch.conditionQuestId) == QuestStateEnum.Completed)
+ if (branch.conditionQuest == null ||
+ GetState(branch.conditionQuest.questId) == QuestStateEnum.Completed)
{
if (branch.nextQuest != null)
_questStates[branch.nextQuest.questId] = QuestStateEnum.Available;
- break;
}
}
}
@@ -133,9 +161,8 @@ namespace BaseGames.Quest
{
data.Quests.QuestStates[id] = new BaseGames.Core.Save.QuestState
{
- Status = state.ToString(),
- ObjectiveIndex = 0,
- ProgressCounts = BuildProgressList(id),
+ Status = state.ToString(),
+ ProgressCounts = BuildProgressList(id),
};
}
}
@@ -171,24 +198,36 @@ namespace BaseGames.Quest
{
if (GetState(questId) != QuestStateEnum.Available) return false;
var quest = GetQuestSO(questId);
- if (quest?.prerequisiteQuestIds == null) return true;
- foreach (var pre in quest.prerequisiteQuestIds)
- if (GetState(pre) != QuestStateEnum.Completed) return false;
+ if (quest?.prerequisiteQuests == null) return true;
+ foreach (var pre in quest.prerequisiteQuests)
+ {
+ if (pre == null) continue;
+ if (GetState(pre.questId) != QuestStateEnum.Completed) return false;
+ }
return true;
}
private bool IsObjectiveComplete(QuestObjectiveSO obj)
{
- _objectiveStates.TryGetValue(obj.objectiveId, out var s);
- s ??= new QuestObjectiveState();
- return obj.EvaluateCompletion(s);
+ if (!_objectiveStates.TryGetValue(obj.objectiveId, out var s))
+ s = new QuestObjectiveState();
+
+ bool result = obj.EvaluateCompletion(s);
+
+ // 首次达成时写回 completed 标志,避免 s 是本地临时对象时标志丢失
+ if (result && !s.completed)
+ {
+ s.completed = true;
+ _objectiveStates[obj.objectiveId] = s;
+ }
+ return result;
}
private List BuildProgressList(string questId)
{
- var list = new List();
var quest = GetQuestSO(questId);
- if (quest?.objectives == null) return list;
+ if (quest?.objectives == null) return new List(0);
+ var list = new List(quest.objectives.Length);
foreach (var obj in quest.objectives)
{
_objectiveStates.TryGetValue(obj?.objectiveId ?? string.Empty, out var os);
@@ -235,6 +274,17 @@ namespace BaseGames.Quest
});
}
+ private void HandleSkillUsed(string abilityTypeName)
+ {
+ // 用 Enum.TryParse 避免大小写/ToString 格式差异导致静默失败
+ if (!System.Enum.TryParse(abilityTypeName, ignoreCase: true, out var parsed)) return;
+ ForEachActiveObjective(obj =>
+ {
+ if (obj.requiredAbility == parsed)
+ IncrementProgress(obj.objectiveId);
+ });
+ }
+
private void ForEachActiveObjective(System.Action action) where T : QuestObjectiveSO
{
foreach (var (qid, state) in _questStates)
@@ -263,5 +313,94 @@ namespace BaseGames.Quest
private QuestSO GetQuestSO(string id)
=> _questIndex != null && _questIndex.TryGetValue(id, out var q) ? q : null;
+
+ // ── 编辑器自动维护 ────────────────────────────────────────────────────
+
+#if UNITY_EDITOR
+ ///
+ /// 编辑器中每次属性变更时自动同步项目内所有 QuestSO,并校验前置任务是否存在循环引用。
+ ///
+ private void OnValidate()
+ {
+ EditorRefreshQuestList();
+ ValidatePrerequisites();
+ }
+
+ [ContextMenu("刷新任务列表")]
+ private void EditorRefreshQuestList()
+ {
+ string[] guids = UnityEditor.AssetDatabase.FindAssets("t:QuestSO");
+ var list = new List(guids.Length);
+ foreach (var guid in guids)
+ {
+ string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
+ var q = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
+ if (q != null) list.Add(q);
+ }
+ _allQuests = list.ToArray();
+ UnityEditor.EditorUtility.SetDirty(this);
+ }
+#endif
+
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ ///
+ /// 通过 DFS 后序遍历检测 prerequisiteQuests 中是否存在循环引用。
+ /// 在编辑器 OnValidate 及开发构建 Awake 时调用,发现问题立即打 LogError。
+ ///
+ [System.Diagnostics.Conditional("UNITY_EDITOR")] // ContextMenu 只在编辑器生效
+ [UnityEngine.ContextMenu("校验前置任务循环引用")]
+ private void ValidatePrerequisites()
+ {
+ if (_allQuests == null) return;
+
+ // 先建立 id → SO 快速查找表
+ var index = new Dictionary(_allQuests.Length);
+ foreach (var q in _allQuests)
+ {
+ if (q == null || string.IsNullOrEmpty(q.questId)) continue;
+ index[q.questId] = q;
+ }
+
+ // 三色 DFS:0=未访问 1=灰(栈中)2=黑(已完成)
+ var color = new Dictionary(index.Count);
+
+ bool HasCycle(string startId, List path)
+ {
+ if (!index.ContainsKey(startId)) return false;
+ if (color.TryGetValue(startId, out int c))
+ {
+ if (c == 1)
+ {
+ path.Add(startId);
+ Debug.LogError(
+ $"[QuestManager] 前置任务循环引用: {string.Join(" → ", path)}",
+ this);
+ return true;
+ }
+ return false; // 已完成
+ }
+
+ color[startId] = 1;
+ path.Add(startId);
+
+ var prereqs = index[startId].prerequisiteQuests;
+ if (prereqs != null)
+ {
+ foreach (var pre in prereqs)
+ {
+ if (pre == null || string.IsNullOrEmpty(pre.questId)) continue;
+ if (HasCycle(pre.questId, path)) return true;
+ }
+ }
+
+ path.RemoveAt(path.Count - 1);
+ color[startId] = 2;
+ return false;
+ }
+
+ foreach (var questId in index.Keys)
+ HasCycle(questId, new List());
+ }
+#endif
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs b/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
index 1609c23..b3905d0 100644
--- a/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestObjectiveSO.cs
@@ -11,13 +11,32 @@ namespace BaseGames.Quest
public abstract class QuestObjectiveSO : ScriptableObject
{
[Header("标识")]
+ [Tooltip("目标唯一 ID,如 \"OBJ_TalkElder\"。空时由 OnValidate 自动以资产名填充。")]
public string objectiveId;
+ [Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Obj1\"。通过 LocalizationManager.Get(displayTextKey, \"Quest\") 显示给玩家。")]
[TextArea(1, 4)]
- public string displayTextKey; // 本地化 key(通过 LocalizationManager.Get(displayTextKey, "Quest") 显示)
- public bool IsOptional; // 可选目标(完成加奖励但不阻塞任务)
+ 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;
/// 根据当前进度判断目标是否完成。
public abstract bool EvaluateCompletion(QuestObjectiveState 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]")。
+ /// 避免工具代码中使用 type-switch 维护列表。
+ ///
+ public virtual string BadgeLabel => "[目标]";
+
+#if UNITY_EDITOR
+ private void OnValidate()
+ {
+ if (!string.IsNullOrEmpty(objectiveId)) return;
+ objectiveId = name;
+ UnityEditor.EditorUtility.SetDirty(this);
+ }
+#endif
}
// ── 运行时目标进度状态(由 QuestManager 管理,不继承 SO)────────────────
@@ -34,8 +53,9 @@ namespace BaseGames.Quest
[CreateAssetMenu(menuName = "BaseGames/Quest/Objective/TalkToNPC")]
public class TalkToNPCObjective : QuestObjectiveSO
{
+ [Tooltip("目标 NPC 的唯一 ID,需与 NPC 组件上的 npcId / InteractableNPC.npcId 保持一致。")]
public string targetNpcId;
-
+ public override string BadgeLabel => "[对话]";
public override bool EvaluateCompletion(QuestObjectiveState s) => s.progressCount >= 1;
}
@@ -43,9 +63,11 @@ namespace BaseGames.Quest
[CreateAssetMenu(menuName = "BaseGames/Quest/Objective/Defeat")]
public class DefeatEnemyObjective : QuestObjectiveSO
{
+ [Tooltip("目标敌人的唯一 ID,需与敌人 SO 或敌人组件上的 enemyId 保持一致。")]
public string targetEnemyId;
+ [Tooltip("需击败的次数,默认 1。")]
[Min(1)] public int defeatCount = 1;
-
+ public override string BadgeLabel => "[击败]";
public override bool EvaluateCompletion(QuestObjectiveState s) => s.progressCount >= defeatCount;
}
@@ -53,9 +75,11 @@ namespace BaseGames.Quest
[CreateAssetMenu(menuName = "BaseGames/Quest/Objective/Collect")]
public class CollectItemObjective : QuestObjectiveSO
{
+ [Tooltip("目标物品的唯一 ID,需与拾取事件广播的 itemId 保持一致。")]
public string itemId;
+ [Tooltip("需收集的数量,默认 1。")]
[Min(1)] public int collectCount = 1;
-
+ public override string BadgeLabel => "[收集]";
public override bool EvaluateCompletion(QuestObjectiveState s) => s.progressCount >= collectCount;
}
@@ -63,9 +87,11 @@ namespace BaseGames.Quest
[CreateAssetMenu(menuName = "BaseGames/Quest/Objective/Reach")]
public class ReachAreaObjective : QuestObjectiveSO
{
- public string sceneName; // 需到达的场景
- public string markerTag; // 场景内的目标标记 Tag(预留)
-
+ [Tooltip("需到达的场景名(Unity Build Settings 中的场景名称)。")]
+ public string sceneName;
+ [Tooltip("场景内的目标标记 Tag(预留字段,当前未启用)。")]
+ public string markerTag;
+ public override string BadgeLabel => "[到达]";
public override bool EvaluateCompletion(QuestObjectiveState s) => s.progressCount >= 1;
}
@@ -73,9 +99,11 @@ namespace BaseGames.Quest
[CreateAssetMenu(menuName = "BaseGames/Quest/Objective/UseSkill")]
public class UseSkillObjective : QuestObjectiveSO
{
+ [Tooltip("目标能力类型。事件频道 EVT_SkillUsed 广播 AbilityType.ToString(),与此值匹配时计数。")]
public AbilityType requiredAbility;
+ [Tooltip("需使用的次数,默认 1。")]
[Min(1)] public int useCount = 1;
-
+ public override string BadgeLabel => "[使用]";
public override bool EvaluateCompletion(QuestObjectiveState s) => s.progressCount >= useCount;
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestSO.cs b/Assets/_Game/Scripts/Quest/QuestSO.cs
index f5e0588..7bfc451 100644
--- a/Assets/_Game/Scripts/Quest/QuestSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestSO.cs
@@ -13,17 +13,19 @@ namespace BaseGames.Quest
{
[Header("标识")]
public string questId; // 唯一 ID,如 "Quest_FindMushroom"
- public string displayName;
- [TextArea(2, 6)]
- public string description;
+
+ [Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Name\"。通过 LocalizationManager.Get(displayNameKey, \"Quest\") 显示。")]
+ public string displayNameKey;
+ [Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Desc\"。通过 LocalizationManager.Get(descriptionKey, \"Quest\") 显示。")]
+ public string descriptionKey;
public Sprite icon;
[Header("目标链")]
public QuestObjectiveSO[] objectives; // 按顺序完成,全部完成 = 可交完
[Header("前置条件")]
- public string[] prerequisiteQuestIds; // 所有前置任务 Completed 后才可接
- public int minAffinityToAccept; // NPC 好感度门槛(0 = 无限制)
+ public QuestSO[] prerequisiteQuests; // 所有前置任务 Completed 后才可接
+ public int minAffinityToAccept; // NPC 好感度门槛(0 = 无限制)
[Header("奖励")]
public RewardSO reward;
@@ -34,13 +36,91 @@ namespace BaseGames.Quest
[Header("完成后续任务(分支)")]
public QuestBranch[] branches;
+
+ // ── 编辑器校验 ────────────────────────────────────────────────────────
+#if UNITY_EDITOR
+ // questId → 资产路径,5 秒 TTL,跨所有 QuestSO.OnValidate 共用。
+ // 重复检测时只需将缓存路径与自身路径比对(O(1)),无需全量扫描。
+ private static System.Collections.Generic.Dictionary s_questIdToPath;
+ private static double s_questIdsCacheTime = -10.0;
+
+ private static System.Collections.Generic.Dictionary GetQuestIdCache()
+ {
+ double now = UnityEditor.EditorApplication.timeSinceStartup;
+ if (s_questIdToPath != null && now - s_questIdsCacheTime < 5.0)
+ return s_questIdToPath;
+
+ s_questIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal);
+ string[] guids = UnityEditor.AssetDatabase.FindAssets("t:QuestSO");
+ foreach (var guid in guids)
+ {
+ var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
+ var q = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
+ if (q != null && !string.IsNullOrEmpty(q.questId) && !s_questIdToPath.ContainsKey(q.questId))
+ s_questIdToPath[q.questId] = path;
+ }
+ s_questIdsCacheTime = now;
+ return s_questIdToPath;
+ }
+
+ private void OnValidate()
+ {
+ if (string.IsNullOrWhiteSpace(questId))
+ {
+ Debug.LogWarning($"[QuestSO] '{name}' 缺少 questId,保存前请填写。", this);
+ return;
+ }
+
+ // 检测重复 questId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。
+ var cache = GetQuestIdCache();
+ string myPath = UnityEditor.AssetDatabase.GetAssetPath(this);
+ if (!string.IsNullOrEmpty(myPath) &&
+ cache.TryGetValue(questId, out var existingPath) &&
+ existingPath != myPath)
+ {
+ Debug.LogError(
+ $"[QuestSO] questId '{questId}' 与 " +
+ $"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this);
+ s_questIdsCacheTime = -10.0;
+ }
+
+ ValidateBranchDialogueKeys();
+ }
+
+ private void ValidateBranchDialogueKeys()
+ {
+ if (branches == null || branches.Length == 0) return;
+
+ foreach (var branch in branches)
+ {
+ if (branch == null) continue;
+
+ // npcDialogueSequence 是 SO 直接引用,无需字符串校验。
+ // 旧字段 npcDialogueKey(Obsolete)有值时提示迁移。
+#pragma warning disable CS0618
+ if (!string.IsNullOrEmpty(branch.npcDialogueKey) && branch.npcDialogueSequence == null)
+ {
+ Debug.LogWarning(
+ $"[QuestSO] '{name}' 分支仍使用旧字段 npcDialogueKey='{branch.npcDialogueKey}'," +
+ "请迁移至 npcDialogueSequence(直接拖入 DialogueSequenceSO)。", this);
+ }
+#pragma warning restore CS0618
+ }
+ }
+#endif
}
[Serializable]
public class QuestBranch
{
- public string conditionQuestId; // 若此任务已完成 → 走本分支(空 = 默认)
- public QuestSO nextQuest;
- public string npcDialogueKey; // 触发 NPC 对话 key
+ /// 若此前置任务已完成 → 走本分支(null = 默认分支)。
+ public QuestSO conditionQuest;
+ public QuestSO nextQuest;
+ /// 完成后触发的 NPC 对话序列(直接引用,避免手写 sequenceId 字符串出错)。
+ public DialogueSequenceSO npcDialogueSequence;
+
+ [System.Obsolete("已废弃,请改用 npcDialogueSequence(直接 SO 引用)。保留字段以兼容现有资产序列化。")]
+ [HideInInspector]
+ public string npcDialogueKey;
}
}
diff --git a/Assets/_Game/Scripts/World/WorldStateRegistry.cs b/Assets/_Game/Scripts/World/WorldStateRegistry.cs
index ef64c1b..1892a53 100644
--- a/Assets/_Game/Scripts/World/WorldStateRegistry.cs
+++ b/Assets/_Game/Scripts/World/WorldStateRegistry.cs
@@ -98,13 +98,14 @@ namespace BaseGames.World
}
///
- /// 返回指定分类中所有已标记的 ID(快照副本)。
+ /// 返回指定分类中所有已标记的 ID(只读视图,非副本)。
/// 由 WorldStateRegistrySaver.OnSave 调用,将运行时状态写入 SaveData。
+ /// 注意:不保证跨帧稳定性,调用方若需持久快照请自行 ToArray()。
///
public IReadOnlyCollection GetAllIds(WorldObjectCategory category)
{
if (_states.TryGetValue(category, out var set))
- return new HashSet(set);
+ return set;
return System.Array.Empty();
}