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

@@ -58,7 +58,10 @@ namespace BaseGames.Quest
_questManager = SL.GetOrDefault<IQuestManager>();
_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)
{