diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
index 6f465c1..64daae0 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
@@ -99,6 +99,8 @@ namespace BaseGames.Dialogue
private WaitTypingOrSkip _waitTypingOrSkip;
private WaitSkip _waitSkip;
private WaitForChoice _waitForChoice;
+ // 延迟 0.15s 防止玩家快速连击穿透:跳过打字机后立即触发选项0
+ private WaitForSeconds _waitChoiceInputGuard;
///
/// 当 IsDialogueActive 时排队等待的对话请求。
@@ -123,9 +125,10 @@ namespace BaseGames.Dialogue
{
if (ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; }
ServiceLocator.Register(this);
- _waitTypingOrSkip = new WaitTypingOrSkip(this);
- _waitSkip = new WaitSkip(this);
- _waitForChoice = new WaitForChoice(this);
+ _waitTypingOrSkip = new WaitTypingOrSkip(this);
+ _waitSkip = new WaitSkip(this);
+ _waitForChoice = new WaitForChoice(this);
+ _waitChoiceInputGuard = new WaitForSeconds(0.15f);
}
private void OnDestroy()
@@ -390,9 +393,10 @@ namespace BaseGames.Dialogue
// 清除打字机阶段积压的输入,防止选项显示后被立即误触发
_skipRequested = false;
_selectedChoiceIndex = -1;
- // 延迟一帧:确保此前积压的"确认键"输入在下一帧开始前已被消耗,
- // 防止快速连击(先跳过打字机→再误触发选项0)的穿透问题。
- yield return null;
+ // 延迟 0.15s:确保此前积压的"确认键"输入已被彻底消耗,
+ // 防止快速连击(跳过打字机→立即误选选项0)的穿透问题。
+ // 使用预创建的缓存实例,避免每次分配 WaitForSeconds 对象。
+ yield return _waitChoiceInputGuard;
// 捕获当前播放标记,防止被打断后遗留回调写入新序列的选择索引
int capturedId = _playbackId;
_dialogueBox.ShowChoices(line.choices, idx =>
diff --git a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
index 9fe19c7..b5fa8f8 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueSequenceSO.cs
@@ -286,8 +286,13 @@ namespace BaseGames.Dialogue
}
private static bool HasChoiceCycle(DialogueSequenceSO seq,
- System.Collections.Generic.HashSet visited)
+ System.Collections.Generic.HashSet visited, int depth = 0)
{
+ if (depth > 32)
+ {
+ Debug.LogError($"[DialogueSequenceSO] 选项链深度超过 32 层(路径末端:'{seq.name}'),已视为存在循环引用并中止检测。请减少 nextSequence 嵌套层数。");
+ return true;
+ }
if (string.IsNullOrEmpty(seq.sequenceId)) return false;
if (!visited.Add(seq.sequenceId)) return true;
if (seq.lines != null)
@@ -297,7 +302,7 @@ namespace BaseGames.Dialogue
if (line.choices == null) continue;
foreach (var choice in line.choices)
{
- if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited))
+ if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited, depth + 1))
return true;
}
}
@@ -307,7 +312,7 @@ namespace BaseGames.Dialogue
{
foreach (var variant in seq.variants)
{
- if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited))
+ if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited, depth + 1))
return true;
}
}
diff --git a/Assets/_Game/Scripts/Quest/IQuestManager.cs b/Assets/_Game/Scripts/Quest/IQuestManager.cs
index 58e7b75..a628747 100644
--- a/Assets/_Game/Scripts/Quest/IQuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/IQuestManager.cs
@@ -173,6 +173,12 @@ namespace BaseGames.Quest
/// 参数:(questId, oldState, newState)。
///
event Action OnQuestStateChanged;
+ ///
+ /// 存档加载完成后触发(OnLoad 结束时)。
+ /// 供 QuestGiver、HUD 等缓存组件订阅以刷新本地缓存,
+ /// 避免因存档加载跳过 OnQuestStateChanged 事件导致显示陈旧数据。
+ ///
+ event System.Action OnAfterSaveLoaded;
}
// =========================================================================
diff --git a/Assets/_Game/Scripts/Quest/QuestGiver.cs b/Assets/_Game/Scripts/Quest/QuestGiver.cs
index 904bd15..e961be9 100644
--- a/Assets/_Game/Scripts/Quest/QuestGiver.cs
+++ b/Assets/_Game/Scripts/Quest/QuestGiver.cs
@@ -58,7 +58,10 @@ namespace BaseGames.Quest
_questManager = SL.GetOrDefault();
_questEvents = _questManager as IQuestEventSource;
if (_questEvents != null)
+ {
_questEvents.OnQuestStateChanged += HandleQuestStateChanged;
+ _questEvents.OnAfterSaveLoaded += HandleAfterSaveLoaded;
+ }
}
protected override void OnDisable()
@@ -67,6 +70,7 @@ namespace BaseGames.Quest
if (_questEvents != null)
{
_questEvents.OnQuestStateChanged -= HandleQuestStateChanged;
+ _questEvents.OnAfterSaveLoaded -= HandleAfterSaveLoaded;
_questEvents = null;
}
_questManager = null;
@@ -80,6 +84,9 @@ namespace BaseGames.Quest
if (q != null && q.questId == questId) { _cacheDirty = true; return; }
}
+ // 存档加载完成后统一刷新缓存,确保 NPC 交互提示反映最新任务状态
+ private void HandleAfterSaveLoaded() => _cacheDirty = true;
+
// 本地化提示词辅助:如 Key 在表中找不到(返回值等于 Key 自身),回退到内联默认文本
private static string GetPrompt(string key, string fallback)
{
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index 3d09ad8..660d792 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -241,6 +241,8 @@ namespace BaseGames.Quest
public event System.Action OnQuestReadyToComplete;
///
public event System.Action OnQuestStateChanged;
+ ///
+ public event System.Action OnAfterSaveLoaded;
// ── 公共 API ──────────────────────────────────────────────────────────
@@ -384,14 +386,29 @@ namespace BaseGames.Quest
private void ApplyAffinity(QuestSO quest)
{
if (quest.reward == null || quest.reward.affinityBonus == 0) return;
+
+ // 明确检查 giverNpc 引用及 npcId 有效性,提供可操作的错误信息
+ if (quest.giverNpc == null)
+ {
+ Debug.LogWarning(
+ $"[QuestManager] 任务 '{quest.questId}' 有好感度奖励 +{quest.reward.affinityBonus}," +
+ "但 giverNpc 未配置,好感度无法发放。请在 QuestSO 中指定 giverNpc。", quest);
+ return;
+ }
if (string.IsNullOrEmpty(quest.GiverNpcId)) return;
_npcRelations.TryGetValue(quest.GiverNpcId, out int current);
int newTotal = current + quest.reward.affinityBonus;
// 上限截断:npcSO.maxAffinity > 0 时好感度不得超过上限
- int maxAffinity = quest.giverNpc?.maxAffinity ?? 0;
- if (maxAffinity > 0 && newTotal > maxAffinity)
+ int maxAffinity = quest.giverNpc.maxAffinity;
+ if (maxAffinity < 0)
+ {
+ Debug.LogError(
+ $"[QuestManager] NPC '{quest.GiverNpcId}' 的 maxAffinity 配置为负数({maxAffinity})," +
+ "应为 0(无上限)或正整数。已跳过上限截断,请修正 NpcSO 配置。", quest.giverNpc);
+ }
+ else if (maxAffinity > 0 && newTotal > maxAffinity)
{
#if UNITY_EDITOR || DEVELOPMENT_BUILD
Debug.LogWarning(
@@ -421,7 +438,8 @@ namespace BaseGames.Quest
///
/// 解锁满足条件的后续任务分支,并触发相应 NPC 完成反应对话。
- /// 允许同时满足多个分支(并行支线解锁)。
+ /// 允许同时满足多个分支(并行支线解锁),但 NPC 完成对话只播放首个有对话的分支,
+ /// 避免多分支同时满足时连续打断播放导致对话混乱。
///
private void UnlockBranches(string questId, QuestSO quest)
{
@@ -430,6 +448,9 @@ namespace BaseGames.Quest
var dialogueService = BaseGames.Core.ServiceLocator.GetOrDefault();
var saveService = BaseGames.Core.ServiceLocator.GetOrDefault();
+ // 同一次完成事件只播放首个有对话配置的满足分支,避免多分支同时满足时重复播放对话
+ bool dialoguePlayed = false;
+
foreach (var branch in quest.branches)
{
// 任务条件
@@ -478,10 +499,14 @@ namespace BaseGames.Quest
_questStates[branch.nextQuest.questId] = QuestStateEnum.Available;
// 触发 NPC 完成反应对话(如 NPC 说"太好了,谢谢你!")
- if (branch.npcDialogueSequence != null)
+ // 仅对首个有对话的满足分支播放,防止多分支同时满足时连续播放导致混乱
+ if (!dialoguePlayed && branch.npcDialogueSequence != null)
{
if (dialogueService != null)
+ {
dialogueService.StartDialogue(branch.npcDialogueSequence, quest.GiverNpcId ?? "");
+ dialoguePlayed = true;
+ }
else
Debug.LogWarning(
$"[QuestManager] 任务 '{questId}' 完成后需播放 NPC 对话 " +
@@ -713,6 +738,9 @@ namespace BaseGames.Quest
#endif
// 存档中未记录的无前置任务,在新周目/首次加载后也保证可接取
InitializeAvailableQuests();
+ // 通知所有缓存了任务状态的组件(如 QuestGiver)刷新显示,
+ // 因存档加载不逐条触发 OnQuestStateChanged,需要统一广播一次刷新信号。
+ OnAfterSaveLoaded?.Invoke();
}
// ── 私有辅助 ─────────────────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Quest/QuestSO.cs b/Assets/_Game/Scripts/Quest/QuestSO.cs
index 0fc0c8d..691c67e 100644
--- a/Assets/_Game/Scripts/Quest/QuestSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestSO.cs
@@ -188,8 +188,8 @@ namespace BaseGames.Quest
{
if (depth > 32)
{
- Debug.LogWarning($"[QuestSO] 前置链深度超过 32 层(路径末端:'{quest.name}'),已停止检测。请减少任务链深度。");
- return false;
+ Debug.LogError($"[QuestSO] 前置链深度超过 32 层(路径末端:'{quest.name}'),已视为存在循环依赖并中止检测。请减少任务链深度。");
+ return true;
}
if (string.IsNullOrEmpty(quest.questId)) return false;
if (!visited.Add(quest.questId)) return true; // 已在当前路径上 = 环路
@@ -242,8 +242,8 @@ namespace BaseGames.Quest
{
if (depth > 32)
{
- Debug.LogWarning($"[QuestSO] 分支链深度超过 32 层(路径末端:'{quest.name}'),已停止检测。请减少分支链深度。");
- return false;
+ Debug.LogError($"[QuestSO] 分支链深度超过 32 层(路径末端:'{quest.name}'),已视为存在循环依赖并中止检测。请减少分支链深度。");
+ return true;
}
if (string.IsNullOrEmpty(quest.questId)) return false;
if (!visited.Add(quest.questId)) return true; // 已在路径上 = 环路