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

@@ -14,16 +14,42 @@ namespace BaseGames.Quest
public class QuestGiver : InteractableNPC
{
[Header("任务")]
[SerializeField] private QuestSO[] _offeredQuests; // 该 NPC 可提供的所有任务按优先级排列)
[Tooltip("该 NPC 可提供的所有任务按优先级从高到低排列。\n" +
"交互时从列表头部找到第一个 Available 或 Active 状态的任务作为当前任务;\n" +
"若全部已完成,显示最后一个已完成任务的 completedDialogue。")]
[SerializeField] private QuestSO[] _offeredQuests;
[Header("对话版本(根据任务状态切换)")]
[SerializeField] private DialogueSequenceSO _availableDialogue; // 任务可接时
[SerializeField] private DialogueSequenceSO _activeDialogue; // 任务进行中
[SerializeField] private DialogueSequenceSO _readyDialogue; // 完成条件满足时
[SerializeField] private DialogueSequenceSO _completedDialogue; // 任务已完成后
[Tooltip("任务尚未接取QuestState.Available时播放。通常是 NPC 发布任务、介绍背景的对话。")]
[SerializeField] private DialogueSequenceSO _availableDialogue;
[Tooltip("任务已接取、目标尚未全部完成QuestState.Active时播放。通常是 NPC 催促或加油打气的对话。")]
[SerializeField] private DialogueSequenceSO _activeDialogue;
[Tooltip("全部非可选目标已达成、任务可以交付时播放IsReadyToComplete = true。\n" +
"通常是 NPC 感谢、确认收取物品的对话,播放后执行 CompleteQuest 逻辑。")]
[SerializeField] private DialogueSequenceSO _readyDialogue;
[Tooltip("任务已完成QuestState.Completed后再次交互时播放。通常是 NPC 闲聊或后续剧情的对话。")]
[SerializeField] private DialogueSequenceSO _completedDialogue;
// ── InteractableNPC 覆盖 ──────────────────────────────────────────────
public override string InteractPrompt
{
get
{
var qm = SL.GetOrDefault<IQuestManager>();
var quest = GetCurrentOrCompletedQuest(qm);
if (quest == null || qm == null) return base.InteractPrompt;
return qm.GetState(quest.questId) switch
{
QuestStateEnum.Available => "接受任务",
QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId) ? "提交任务" : "进行中…",
QuestStateEnum.Paused => "暂停中…",
QuestStateEnum.Completed => "对话",
_ => base.InteractPrompt,
};
}
}
protected override void Interact_Internal(Transform player)
{
var qm = SL.GetOrDefault<IQuestManager>();
@@ -57,6 +83,7 @@ namespace BaseGames.Quest
QuestStateEnum.Available => _availableDialogue,
QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId)
? _readyDialogue : _activeDialogue,
QuestStateEnum.Paused => _activeDialogue, // 暂停中显示"催促"对话,不触发任何状态推进
QuestStateEnum.Completed => _completedDialogue,
_ => base.GetCurrentDialogue(),
};
@@ -79,7 +106,7 @@ namespace BaseGames.Quest
{
if (q == null) continue;
var s = qm.GetState(q.questId);
if (s == QuestStateEnum.Available || s == QuestStateEnum.Active) return q;
if (s == QuestStateEnum.Available || s == QuestStateEnum.Active || s == QuestStateEnum.Paused) return q;
if (s == QuestStateEnum.Completed) lastCompleted = q;
}
return lastCompleted;