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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@@ -10,7 +10,7 @@ namespace BaseGames.Editor.Modules
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/// <summary>
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/// DataHub 护符模块 —— Tab 切换管理 CharmCatalogSO(目录)和 CharmSO(护符)资产。
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/// </summary>
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public class CharmModule : IDataModule
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public class CharmModule : IDataModule, IDataModuleOrdered
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{
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private const string CharmFolder = "Assets/_Game/Data/Progression/Charms";
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private const string CatalogPrefix = "CHM_Catalog";
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@@ -19,6 +19,7 @@ namespace BaseGames.Editor.Modules
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public string ModuleId => "charm";
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public string DisplayName => "护符";
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public string IconName => null;
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public int DisplayOrder => 60;
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private int _activeTab = 0; // 0 = 目录, 1 = 护符
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