feat: Round 48 narrative systems improvements
- QuestSO: Add ValidateBranchCycles() DFS detection for branches[].nextQuest loop - QuestSO: Mark three legacy prerequisite fields with v2.0 removal warning in Tooltip - IQuestManager: Add QuestLockReason enum + QuestLockInfo struct (strongly-typed lock info) - IQuestManager: Add GetQuestLockInfo() method to interface; GetQuestLockReason() now delegates to it - IQuestEventSource: Add OnQuestStateChanged(questId, oldState, newState) unified event - QuestManager: Implement GetQuestLockInfo(); fire OnQuestStateChanged on all state transitions - DialogueManager: Add one-frame yield in HandleChoices before ShowChoices (skip-debounce fix) - DialogueManager: Increment _playbackId in ForceEnd() to invalidate residual choice callbacks - DialogueSequenceSO: Add UNITY_EDITOR debug log in TryGetActiveVariant on variant match - WorldStateRegistry: Add OnBatchStateChanged event + BatchMark() batch-write API - DialogueModule: List badge shows warning indicator for unconditional-shadowing variants - DialogueModule: BuildVariantsCard shows logic mode (AND/OR) alongside flag conditions Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -25,4 +25,17 @@ namespace BaseGames.Editor
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/// <summary>切换到本模块时调用,可用于刷新数据。</summary>
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void OnActivated();
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}
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/// <summary>
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/// 可选排序接口。DataHubWindow 自动发现模块时按 <see cref="DisplayOrder"/> 升序排列。
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/// 未实现此接口的模块默认顺序为 0,再按 DisplayName 字母序排列。
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/// </summary>
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public interface IDataModuleOrdered
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{
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/// <summary>
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/// 导航侧边栏排列顺序。数值越小越靠前。
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/// 建议使用 10, 20, 30… 间隔,便于插入新模块。
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/// </summary>
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int DisplayOrder { get; }
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}
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}
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