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>
This commit is contained in:
2026-05-25 07:37:03 +08:00
parent 943178cbc1
commit 8e88fc42e9
6 changed files with 67 additions and 17 deletions

View File

@@ -286,8 +286,13 @@ namespace BaseGames.Dialogue
}
private static bool HasChoiceCycle(DialogueSequenceSO seq,
System.Collections.Generic.HashSet<string> visited)
System.Collections.Generic.HashSet<string> 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;
}
}