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>
This commit is contained in:
2026-05-25 00:05:15 +08:00
parent 446fd5dcd0
commit 6eaa83dc71
72 changed files with 7080 additions and 373 deletions

View File

@@ -25,4 +25,17 @@ namespace BaseGames.Editor
/// <summary>切换到本模块时调用,可用于刷新数据。</summary>
void OnActivated();
}
/// <summary>
/// 可选排序接口。DataHubWindow 自动发现模块时按 <see cref="DisplayOrder"/> 升序排列。
/// 未实现此接口的模块默认顺序为 0再按 DisplayName 字母序排列。
/// </summary>
public interface IDataModuleOrdered
{
/// <summary>
/// 导航侧边栏排列顺序。数值越小越靠前。
/// 建议使用 10, 20, 30… 间隔,便于插入新模块。
/// </summary>
int DisplayOrder { get; }
}
}