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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@@ -99,6 +99,8 @@ namespace BaseGames.Dialogue
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private WaitTypingOrSkip _waitTypingOrSkip;
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private WaitSkip _waitSkip;
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private WaitForChoice _waitForChoice;
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// 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
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private WaitForSeconds _waitChoiceInputGuard;
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/// <summary>
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/// 当 IsDialogueActive 时排队等待的对话请求。
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@@ -126,6 +128,7 @@ namespace BaseGames.Dialogue
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_waitTypingOrSkip = new WaitTypingOrSkip(this);
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_waitSkip = new WaitSkip(this);
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_waitForChoice = new WaitForChoice(this);
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_waitChoiceInputGuard = new WaitForSeconds(0.15f);
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}
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private void OnDestroy()
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@@ -390,9 +393,10 @@ namespace BaseGames.Dialogue
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// 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
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_skipRequested = false;
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_selectedChoiceIndex = -1;
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// 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,
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// 防止快速连击(先跳过打字机→再误触发选项0)的穿透问题。
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yield return null;
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// 延迟 0.15s:确保此前积压的"确认键"输入已被彻底消耗,
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// 防止快速连击(跳过打字机→立即误选选项0)的穿透问题。
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// 使用预创建的缓存实例,避免每次分配 WaitForSeconds 对象。
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yield return _waitChoiceInputGuard;
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// 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
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int capturedId = _playbackId;
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_dialogueBox.ShowChoices(line.choices, idx =>
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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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@@ -173,6 +173,12 @@ namespace BaseGames.Quest
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/// 参数:(questId, oldState, newState)。
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/// </summary>
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event Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged;
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/// <summary>
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/// 存档加载完成后触发(OnLoad 结束时)。
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/// 供 QuestGiver、HUD 等缓存组件订阅以刷新本地缓存,
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/// 避免因存档加载跳过 OnQuestStateChanged 事件导致显示陈旧数据。
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/// </summary>
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event System.Action OnAfterSaveLoaded;
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}
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// =========================================================================
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@@ -58,7 +58,10 @@ namespace BaseGames.Quest
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_questManager = SL.GetOrDefault<IQuestManager>();
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_questEvents = _questManager as IQuestEventSource;
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if (_questEvents != null)
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{
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_questEvents.OnQuestStateChanged += HandleQuestStateChanged;
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_questEvents.OnAfterSaveLoaded += HandleAfterSaveLoaded;
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}
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}
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protected override void OnDisable()
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@@ -67,6 +70,7 @@ namespace BaseGames.Quest
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if (_questEvents != null)
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{
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_questEvents.OnQuestStateChanged -= HandleQuestStateChanged;
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_questEvents.OnAfterSaveLoaded -= HandleAfterSaveLoaded;
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_questEvents = null;
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}
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_questManager = null;
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@@ -80,6 +84,9 @@ namespace BaseGames.Quest
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if (q != null && q.questId == questId) { _cacheDirty = true; return; }
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}
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// 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
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private void HandleAfterSaveLoaded() => _cacheDirty = true;
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// 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
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private static string GetPrompt(string key, string fallback)
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{
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@@ -241,6 +241,8 @@ namespace BaseGames.Quest
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public event System.Action<string> OnQuestReadyToComplete;
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/// <inheritdoc/>
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public event System.Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged;
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/// <inheritdoc/>
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public event System.Action OnAfterSaveLoaded;
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// ── 公共 API ──────────────────────────────────────────────────────────
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@@ -384,14 +386,29 @@ namespace BaseGames.Quest
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private void ApplyAffinity(QuestSO quest)
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{
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if (quest.reward == null || quest.reward.affinityBonus == 0) return;
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// 明确检查 giverNpc 引用及 npcId 有效性,提供可操作的错误信息
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if (quest.giverNpc == null)
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{
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Debug.LogWarning(
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$"[QuestManager] 任务 '{quest.questId}' 有好感度奖励 +{quest.reward.affinityBonus}," +
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"但 giverNpc 未配置,好感度无法发放。请在 QuestSO 中指定 giverNpc。", quest);
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return;
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}
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if (string.IsNullOrEmpty(quest.GiverNpcId)) return;
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_npcRelations.TryGetValue(quest.GiverNpcId, out int current);
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int newTotal = current + quest.reward.affinityBonus;
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// 上限截断:npcSO.maxAffinity > 0 时好感度不得超过上限
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int maxAffinity = quest.giverNpc?.maxAffinity ?? 0;
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if (maxAffinity > 0 && newTotal > maxAffinity)
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int maxAffinity = quest.giverNpc.maxAffinity;
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if (maxAffinity < 0)
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{
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Debug.LogError(
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$"[QuestManager] NPC '{quest.GiverNpcId}' 的 maxAffinity 配置为负数({maxAffinity})," +
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"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);
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}
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else if (maxAffinity > 0 && newTotal > maxAffinity)
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{
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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Debug.LogWarning(
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@@ -421,7 +438,8 @@ namespace BaseGames.Quest
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/// <summary>
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/// 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。
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/// 允许同时满足多个分支(并行支线解锁)。
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/// 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,
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/// 避免多分支同时满足时连续打断播放导致对话混乱。
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/// </summary>
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private void UnlockBranches(string questId, QuestSO quest)
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{
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@@ -430,6 +448,9 @@ namespace BaseGames.Quest
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var dialogueService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Dialogue.IDialogueService>();
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var saveService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Core.ISaveService>();
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// 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
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bool dialoguePlayed = false;
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foreach (var branch in quest.branches)
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{
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// 任务条件
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@@ -478,10 +499,14 @@ namespace BaseGames.Quest
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_questStates[branch.nextQuest.questId] = QuestStateEnum.Available;
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// 触发 NPC 完成反应对话(如 NPC 说"太好了,谢谢你!")
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if (branch.npcDialogueSequence != null)
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// 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
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if (!dialoguePlayed && branch.npcDialogueSequence != null)
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{
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if (dialogueService != null)
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{
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dialogueService.StartDialogue(branch.npcDialogueSequence, quest.GiverNpcId ?? "");
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dialoguePlayed = true;
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}
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else
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Debug.LogWarning(
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$"[QuestManager] 任务 '{questId}' 完成后需播放 NPC 对话 " +
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@@ -713,6 +738,9 @@ namespace BaseGames.Quest
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#endif
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// 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
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InitializeAvailableQuests();
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// 通知所有缓存了任务状态的组件(如 QuestGiver)刷新显示,
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// 因存档加载不逐条触发 OnQuestStateChanged,需要统一广播一次刷新信号。
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OnAfterSaveLoaded?.Invoke();
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}
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// ── 私有辅助 ─────────────────────────────────────────────────────────
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@@ -188,8 +188,8 @@ namespace BaseGames.Quest
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{
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if (depth > 32)
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{
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Debug.LogWarning($"[QuestSO] 前置链深度超过 32 层(路径末端:'{quest.name}'),已停止检测。请减少任务链深度。");
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return false;
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Debug.LogError($"[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。");
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return true;
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}
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if (string.IsNullOrEmpty(quest.questId)) return false;
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if (!visited.Add(quest.questId)) return true; // 已在当前路径上 = 环路
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@@ -242,8 +242,8 @@ namespace BaseGames.Quest
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{
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if (depth > 32)
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{
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Debug.LogWarning($"[QuestSO] 分支链深度超过 32 层(路径末端:'{quest.name}'),已停止检测。请减少分支链深度。");
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return false;
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Debug.LogError($"[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。");
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return true;
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}
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if (string.IsNullOrEmpty(quest.questId)) return false;
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if (!visited.Add(quest.questId)) return true; // 已在路径上 = 环路
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