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

@@ -27,7 +27,7 @@ namespace BaseGames.Quest
protected override void Interact_Internal(Transform player)
{
var qm = SL.GetOrDefault<IQuestManager>();
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<PlayerStats>();
@@ -47,7 +47,7 @@ namespace BaseGames.Quest
protected override DialogueSequenceSO GetCurrentDialogue()
{
var qm = SL.GetOrDefault<IQuestManager>();
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 ─────────────────────────────────────────────────────────
/// <summary>返回当前处于 Available 或 Active 状态的第一个任务。</summary>
private QuestSO GetCurrentQuest(IQuestManager qm = null)
/// <summary>
/// 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
/// </summary>
private QuestSO GetCurrentOrCompletedQuest(IQuestManager qm = null)
{
if (_offeredQuests == null) return null;
qm ??= SL.GetOrDefault<IQuestManager>();
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;
}
}
}