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

View File

@@ -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"
};
}
}