fix: Round 55 递归硬中止、存档加载缓存刷新、好感度空值防护、选项穿透延迟、分支对话去重
- QuestSO.HasPrerequisiteCycle/HasBranchCycle: depth>32 改为 LogError+return true 硬中止,防止栈溢出 - DialogueSequenceSO.HasChoiceCycle: 新增 depth 参数及 >32 硬中止,同时更新递归调用传 depth+1 - IQuestEventSource: 新增 OnAfterSaveLoaded 事件接口,供存档加载后统一刷新缓存 - QuestManager.OnLoad: 末尾触发 OnAfterSaveLoaded,确保所有缓存组件收到通知 - QuestGiver: 订阅 OnAfterSaveLoaded 设 _cacheDirty,存档恢复后 NPC 交互提示始终最新 - QuestManager.ApplyAffinity: 新增 giverNpc null 显式 LogWarning、maxAffinity<0 LogError 防护 - DialogueManager: 选项穿透防护改为预创建 WaitForSeconds(0.15f),替代 yield return null - QuestManager.UnlockBranches: 多分支同时满足时只播首个有对话的分支,防止重复播放 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -286,8 +286,13 @@ namespace BaseGames.Dialogue
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}
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private static bool HasChoiceCycle(DialogueSequenceSO seq,
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System.Collections.Generic.HashSet<string> visited)
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System.Collections.Generic.HashSet<string> visited, int depth = 0)
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{
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if (depth > 32)
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{
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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。");
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return true;
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}
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if (string.IsNullOrEmpty(seq.sequenceId)) return false;
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if (!visited.Add(seq.sequenceId)) return true;
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if (seq.lines != null)
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@@ -297,7 +302,7 @@ namespace BaseGames.Dialogue
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if (line.choices == null) continue;
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foreach (var choice in line.choices)
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{
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if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited))
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if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited, depth + 1))
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return true;
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}
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}
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@@ -307,7 +312,7 @@ namespace BaseGames.Dialogue
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{
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foreach (var variant in seq.variants)
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{
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if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited))
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if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited, depth + 1))
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return true;
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}
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}
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