fix: Round 54 priority dequeue, onComplete callback, prerequisiteObjectiveId validation, localizationTable guard, FailQuest timestamp, remove empty ValidateBranchDialogueKeys

- DialogueManager.EndDialogue: dequeue by max-priority index instead of FIFO index-0
- DialogueManager.EndDialogue: fire _onCompleteCallback on normal end (was only in ForceEnd)
- NpcSO.OnValidate: auto-restore localizationTable to 'UI' if cleared
- QuestSO.ValidateObjectiveIds: validate prerequisiteObjectiveId references exist in same quest
- QuestSO.OnValidate: remove call to empty ValidateBranchDialogueKeys stub + remove the stub itself
- QuestManager.DispatchEvent toFail loop: write _completedAtUtc timestamp on quest failure

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-05-25 07:20:55 +08:00
parent da2948dff8
commit 943178cbc1
4 changed files with 26 additions and 9 deletions

View File

@@ -432,11 +432,19 @@ namespace BaseGames.Dialogue
if (!string.IsNullOrEmpty(npcId))
_onNpcDialogueCompleted?.Raise(npcId);
// 自动播放队首等待中的对话(脚本触发的连续序列
// 触发一次性完成回调(正常结束和强制中断均触发
var cb = _onCompleteCallback;
_onCompleteCallback = null;
cb?.Invoke();
// 自动播放优先级最高的等待中对话(保证高优先级对话不被低优先级插队)
if (_pending.Count > 0)
{
var item = _pending[0];
_pending.RemoveAt(0);
int best = 0;
for (int i = 1; i < _pending.Count; i++)
if (_pending[i].priority > _pending[best].priority) best = i;
var item = _pending[best];
_pending.RemoveAt(best);
PlayImmediate(item.seq, item.npcId, item.priority);
}
}