feat: Add WorldStateFlagAttribute and custom property drawer for enhanced dialogue management

- Implemented WorldStateFlagAttribute to mark string fields as world state flags.
- Created NarrativeNPCEditor for custom inspector to visualize dialogue version activation states.
- Developed WorldStateFlagDrawer to provide dropdown menu for known flags in the inspector.
- Introduced ActorModule for managing DialogueActorSO assets, including viewing, creating, and deleting actors.
- Added DialogueModule for managing DialogueSequenceSO assets with detailed previews and action bars.
- Established QuestModule for managing QuestSO assets, including objectives and branches.
- Implemented QuestManagerPostprocessor to automatically refresh QuestManager's quest list on asset changes.
This commit is contained in:
2026-05-24 00:36:11 +08:00
parent 520f84999b
commit 446fd5dcd0
22 changed files with 1908 additions and 101 deletions

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@@ -0,0 +1,209 @@
using UnityEditor;
using UnityEngine;
using BaseGames.Dialogue;
using BaseGames.World;
namespace BaseGames.Editor.Dialogue
{
/// <summary>
/// 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。
/// </summary>
[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;
}
}
}

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@@ -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
{
/// <summary>
/// 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。
/// </summary>
[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 / DialogueSequenceSO5 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<string> _cache = new();
private static SortedSet<string> _prefabFlags = new(System.StringComparer.OrdinalIgnoreCase);
/// <summary>
/// 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。
/// </summary>
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
}
/// <summary>
/// 收集项目内所有已使用的世界状态标志名。
/// - SO 来源SetFlagAction / FlagSetCondition / ConditionalVariant5 秒缓存。
/// - NarrativeNPC prefab 来源:仅在调用 Invalidate() 后才重新扫描。
/// </summary>
public static List<string> 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<string>(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<string>(found);
return _cache;
}
private static void CollectSoFlags(SortedSet<string> found)
{
foreach (var a in AssetOperations.FindAll<SetFlagAction>())
if (!string.IsNullOrWhiteSpace(a.flagId)) found.Add(a.flagId.Trim());
foreach (var c in AssetOperations.FindAll<FlagSetCondition>())
if (!string.IsNullOrWhiteSpace(c.flagId)) found.Add(c.flagId.Trim());
foreach (var seq in AssetOperations.FindAll<DialogueSequenceSO>())
{
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<string> found)
{
var prefabGuids = AssetDatabase.FindAssets("t:Prefab");
foreach (var guid in prefabGuids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (prefab == null) continue;
var npc = prefab.GetComponent<NarrativeNPC>();
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<string> 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());
}
}
}
}

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@@ -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 ─────────────────────────────────────────────────────────────

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using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Dialogue;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// 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
/// </summary>
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<DialogueActorSO> _listPane;
private DetailHeader _header;
private DialogueActorSO _selected;
public void Initialize()
{
_listPane = new SoListPane<DialogueActorSO>(
Folder, Prefix,
a => a.isPlayer ? "[玩家]" : null);
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> 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));
}
}
}

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using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Dialogue;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// DataHub 对话序列模块 —— 管理 DialogueSequenceSO 资产。
/// </summary>
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<DialogueSequenceSO> _listPane;
private DetailHeader _header;
private DialogueSequenceSO _selected;
public void Initialize()
{
_listPane = new SoListPane<DialogueSequenceSO>(
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<UnityEngine.Object> 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));
}
}
}

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@@ -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
{
/// <summary>
/// DataHub 任务模块 —— 管理 QuestSO 资产。
/// </summary>
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<QuestSO> _listPane;
private DetailHeader _header;
private QuestSO _selected;
public void Initialize()
{
_listPane = new SoListPane<QuestSO>(
Folder, Prefix,
s =>
{
bool hasPre = s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0;
return hasPre ? "有前置" : null;
});
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> 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<string>(StringComparer.OrdinalIgnoreCase);
foreach (var q in AssetOperations.FindAll<QuestSO>())
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<string>(StringComparer.OrdinalIgnoreCase);
foreach (var obj in AssetOperations.FindAll<TalkToNPCObjective>())
if (!string.IsNullOrWhiteSpace(obj.targetNpcId))
npcIds.Add(obj.targetNpcId.Trim());
var sb = new StringBuilder();
sb.AppendLine("// <auto-generated>");
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("// </auto-generated>");
sb.AppendLine("namespace BaseGames.Quest");
sb.AppendLine("{");
sb.AppendLine(" /// <summary>任务 ID 常量(从 QuestSO 自动生成)。</summary>");
sb.AppendLine(" public static class QuestKeys");
sb.AppendLine(" {");
sb.AppendLine(" /// <summary>任务唯一 ID 常量。</summary>");
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(" /// <summary>TalkToNPC 目标中使用的 NPC ID 常量。</summary>");
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");
}
/// <summary>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。</summary>
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<string> s_CSharpKeywords = new HashSet<string>(
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"
};
}
}

View File

@@ -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;
}
/// <summary>将删除按钮染成红色边框,统一各模块样式。</summary>
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;
}
/// <summary>
/// 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。
/// </summary>
/// <param name="asset">当前选中资产。</param>
/// <param name="folder">资产所在文件夹(用于新建 / 克隆)。</param>
/// <param name="prefix">新建资产的文件名前缀。</param>
/// <param name="onCreated">新建完成回调(传入新资产)。</param>
/// <param name="onCloned">克隆完成回调(传入克隆资产)。</param>
/// <param name="onDeleted">删除完成回调。</param>
internal static VisualElement BuildStandardActionBar<T>(
T asset,
string folder,
string prefix,
Action<T> onCreated,
Action<T> onCloned,
Action onDeleted) where T : UnityEngine.ScriptableObject
{
var bar = MakeActionBar();
new Button(() =>
{
var c = AssetOperations.Create<T>(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)─────────────────────────────────────────────

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@@ -0,0 +1,64 @@
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace BaseGames.Quest.Editor
{
/// <summary>
/// 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。
/// </summary>
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;
}
/// <summary>
/// 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)。
/// </summary>
private static void RefreshAllQuestManagers()
{
var managers = Object.FindObjectsByType<QuestManager>(
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。");
}
}
}

View File

@@ -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();