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

@@ -10,7 +10,7 @@ namespace BaseGames.Editor.Modules
/// <summary>
/// DataHub 技能模块 —— 管理 FormSkillSO 资产。
/// </summary>
public class SkillModule : IDataModule
public class SkillModule : IDataModule, IDataModuleOrdered
{
private const string Folder = "Assets/_Game/Data/Skills";
private const string Prefix = "SKL_";
@@ -18,6 +18,7 @@ namespace BaseGames.Editor.Modules
public string ModuleId => "skill";
public string DisplayName => "技能";
public string IconName => null;
public int DisplayOrder => 20;
private SoListPane<FormSkillSO> _listPane;
private DetailHeader _header;
@@ -193,16 +194,24 @@ namespace BaseGames.Editor.Modules
T asset,
string folder,
string prefix,
Action<T> onCreated,
Action<T> onCloned,
Action onDeleted) where T : UnityEngine.ScriptableObject
Action<T> onCreated,
Action<T> onCloned,
Action onDeleted,
Action<Action<T>> wizardCreate = null) where T : UnityEngine.ScriptableObject
{
var bar = MakeActionBar();
new Button(() =>
{
var c = AssetOperations.Create<T>(folder, prefix + "New");
if (c != null) onCreated?.Invoke(c);
if (wizardCreate != null)
{
wizardCreate(c => onCreated?.Invoke(c));
}
else
{
var c = AssetOperations.Create<T>(folder, prefix + "New");
if (c != null) onCreated?.Invoke(c);
}
}) { text = "新建" }.AlsoAddTo(bar);
new Button(() =>