diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
index 5c23ed1..af61db4 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
@@ -65,6 +65,10 @@ namespace BaseGames.Dialogue
///
private int _playbackId;
+ // ── 一次性对话完成回调 ────────────────────────────────────────────────
+ // 通过 StartDialogue(..., onComplete) 注册;OnDialogueEnded 触发后调用一次后清空。
+ private System.Action _onCompleteCallback;
+
// ── 子协程通信字段(避免协程间 ref/out 参数)─────────────────────────
/// HandleChoices 子协程写入结果:玩家选中选项后的后续序列(null = 无后续)。
private DialogueSequenceSO _choiceBranchResult;
@@ -186,6 +190,17 @@ namespace BaseGames.Dialogue
PlayImmediate(sequence, npcId, priority);
}
+ ///
+ public void StartDialogue(DialogueSequenceSO sequence, string npcId, int priority, System.Action onComplete)
+ {
+ if (onComplete != null)
+ {
+ // 若已有待回调,链式追加(不覆盖),保证先来先到
+ _onCompleteCallback += onComplete;
+ }
+ StartDialogue(sequence, npcId, priority);
+ }
+
private void PlayImmediate(DialogueSequenceSO sequence, string npcId, int priority = 0)
{
IsDialogueActive = true;
@@ -239,6 +254,11 @@ namespace BaseGames.Dialogue
_onDialogueEnded?.Raise();
if (_onDialogueEnded == null) _inputReader?.EnableGameplayInput();
OnDialogueEnded?.Invoke();
+
+ // 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();
}
// ── 输入回调 ──────────────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Dialogue/IDialogueService.cs b/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
index 5c06a90..16c3825 100644
--- a/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
+++ b/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
@@ -23,6 +23,14 @@ namespace BaseGames.Dialogue
/// 优先级(默认 0)。数值越大越优先;高优先级可打断低优先级对话。
void StartDialogue(DialogueSequenceSO sequence, string npcId = "", int priority = 0);
+ ///
+ /// 启动对话序列,并在本次对话(含所有排队续播)全部结束时回调 。
+ /// 若 为 null,行为与 完全相同。
+ /// 回调仅触发一次;若对话被 打断,回调同样会被调用(在 ForceEnd 末尾)。
+ /// 适用场景:EventChain 触发对话后等待完成再执行下一动作、CutsceneModule 同步对话与演出。
+ ///
+ void StartDialogue(DialogueSequenceSO sequence, string npcId, int priority, System.Action onComplete);
+
///
/// 立即强制结束当前对话(含清空等待队列),恢复游戏输入。
/// 适用于:场景切换、演出系统打断、死亡/传送等需要硬中断的场合。
diff --git a/Assets/_Game/Scripts/Editor/Dialogue/DialogueVariantPreviewWindow.cs b/Assets/_Game/Scripts/Editor/Dialogue/DialogueVariantPreviewWindow.cs
index e08daff..c92b527 100644
--- a/Assets/_Game/Scripts/Editor/Dialogue/DialogueVariantPreviewWindow.cs
+++ b/Assets/_Game/Scripts/Editor/Dialogue/DialogueVariantPreviewWindow.cs
@@ -121,6 +121,10 @@ namespace BaseGames.Editor.Dialogue
matrixBtn.style.marginBottom = 4;
matrixFoldout.Add(matrixBtn);
+ var csvBtn = new Button(() => ExportMatrixCsv()) { text = "复制为 CSV" };
+ csvBtn.style.marginBottom = 4;
+ matrixFoldout.Add(csvBtn);
+
Rebuild();
}
@@ -381,6 +385,79 @@ namespace BaseGames.Editor.Dialogue
// ── 矩阵分析 ─────────────────────────────────────────────────────────
+ ///
+ /// 将矩阵分析结果复制为 CSV 字符串到系统剪贴板。
+ /// 格式:首行为标志名称列头(各列)+ "胜出变体",后续每行为一个组合及其结果。
+ /// N > 10 时与 一致,提示用户先减少标志数量。
+ ///
+ private void ExportMatrixCsv()
+ {
+ if (_target == null || _target.variants == null || _target.variants.Length == 0)
+ {
+ EditorUtility.DisplayDialog("矩阵分析 CSV", "当前无可导出的变体数据,请先选择对话序列 SO。", "确定");
+ return;
+ }
+
+ var matrixFlags = _allFlags.Count > 0 ? _allFlags : new List();
+ if (matrixFlags.Count == 0)
+ {
+ EditorUtility.DisplayDialog("矩阵分析 CSV", "变体未使用任何 requiredFlags,无数据可导出。", "确定");
+ return;
+ }
+
+ const int MaxFlags = 10;
+ if (matrixFlags.Count > MaxFlags)
+ {
+ EditorUtility.DisplayDialog("矩阵分析 CSV",
+ $"标志数量 ({matrixFlags.Count}) 超过 {MaxFlags},无法导出。\n请先在上方取消勾选不关心的标志,再点击此按钮。", "确定");
+ return;
+ }
+
+ int n = matrixFlags.Count;
+ int combos = 1 << n;
+ var sb = new System.Text.StringBuilder();
+
+ // 表头
+ foreach (var f in matrixFlags)
+ sb.Append(EscapeCsv(f)).Append(',');
+ sb.AppendLine("胜出变体");
+
+ // 数据行
+ for (int mask = 0; mask < combos; mask++)
+ {
+ var combo = new HashSet(System.StringComparer.Ordinal);
+ for (int bit = 0; bit < n; bit++)
+ if ((mask & (1 << bit)) != 0) combo.Add(matrixFlags[bit]);
+
+ var mockReader = new MockFlagReader(combo);
+ int winner = -1;
+ for (int vi = 0; vi < _target.variants.Length; vi++)
+ if (_target.CheckVariant(_target.variants[vi], mockReader)) { winner = vi; break; }
+
+ for (int ci = 0; ci < n; ci++)
+ sb.Append((mask & (1 << ci)) != 0 ? "1" : "0").Append(',');
+
+ string winnerLabel = winner >= 0
+ ? $"变体{winner}" +
+ (_target.variants[winner].sequence != null
+ ? $"({_target.variants[winner].sequence.name})" : "(无序列)")
+ : "默认台词";
+ sb.AppendLine(EscapeCsv(winnerLabel));
+ }
+
+ EditorGUIUtility.systemCopyBuffer = sb.ToString();
+ Debug.Log($"[DialogueVariantPreviewWindow] 矩阵 CSV({combos} 行)已复制到剪贴板。");
+ ShowNotification(new GUIContent($"✓ 已复制 {combos} 行 CSV 到剪贴板"));
+ }
+
+ private static string EscapeCsv(string s)
+ {
+ if (string.IsNullOrEmpty(s)) return string.Empty;
+ if (s.Contains(',') || s.Contains('"') || s.Contains('\n'))
+ return '"' + s.Replace("\"", "\"\"") + '"';
+ return s;
+ }
+
///
/// 枚举全部 2^N 标志组合(N ≤ 10),以表格形式展示每种组合下胜出的变体索引。
/// N > 10 时显示提示,建议手动筛选标志后分析。
diff --git a/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs b/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs
new file mode 100644
index 0000000..e0bc465
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs
@@ -0,0 +1,73 @@
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Dialogue;
+
+namespace BaseGames.Editor.Dialogue
+{
+ ///
+ /// NpcSO 自定义 Inspector。
+ /// 在 nameKey 字段下方实时预览本地化管理器解析后的 NPC 名称,
+ /// 让策划无需打开本地化表即可确认 Key 是否拼写正确。
+ /// 仅在编辑器构建中生效;不影响运行时行为。
+ ///
+ [CustomEditor(typeof(NpcSO))]
+ public class NpcSOEditor : UnityEditor.Editor
+ {
+ private static GUIStyle s_previewStyle;
+
+ public override void OnInspectorGUI()
+ {
+ DrawDefaultInspector();
+
+ var npc = (NpcSO)target;
+ if (string.IsNullOrEmpty(npc.nameKey)) return;
+
+ // ── nameKey 本地化预览 ──────────────────────────────────────────
+ if (s_previewStyle == null)
+ {
+ s_previewStyle = new GUIStyle(EditorStyles.helpBox)
+ {
+ fontSize = 11,
+ alignment = TextAnchor.MiddleLeft,
+ padding = new RectOffset(8, 8, 4, 4),
+ };
+ s_previewStyle.normal.textColor = new Color(0.55f, 0.90f, 0.55f);
+ }
+
+ string resolved = TryResolveNameKey(npc.nameKey);
+ EditorGUILayout.Space(4);
+
+ if (string.IsNullOrEmpty(resolved))
+ {
+ EditorGUILayout.HelpBox(
+ $"nameKey「{npc.nameKey}」在本地化表中未找到对应文本(或 LocalizationManager 未初始化)。\n" +
+ "请检查本地化表中是否存在此 Key。",
+ MessageType.Warning);
+ }
+ else
+ {
+ EditorGUILayout.LabelField(
+ $"▸ nameKey 解析预览:{resolved}",
+ s_previewStyle);
+ }
+ }
+
+ ///
+ /// 尝试通过 LocalizationManager(若已加载)解析 nameKey;
+ /// 如未初始化或找不到 Key,返回 null。
+ ///
+ private static string TryResolveNameKey(string key)
+ {
+ try
+ {
+ // LocalizationManager.Get 在编辑器下可能返回空字符串(未初始化),视为未找到
+ var resolved = BaseGames.Localization.LocalizationManager.Get(key, "UI");
+ return string.IsNullOrEmpty(resolved) ? null : resolved;
+ }
+ catch
+ {
+ return null;
+ }
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Quest/IQuestManager.cs b/Assets/_Game/Scripts/Quest/IQuestManager.cs
index 55701ed..4284013 100644
--- a/Assets/_Game/Scripts/Quest/IQuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/IQuestManager.cs
@@ -131,6 +131,18 @@ namespace BaseGames.Quest
/// 适用于自定义筛选(如"活跃且含 NPC 亲密度门槛")等场景。
///
System.Collections.Generic.IReadOnlyList FilterQuests(System.Func predicate);
+
+ ///
+ /// 将当前处于指定状态的所有任务 ID 填入调用方提供的列表(先 Clear 再添加)。
+ /// 相比 不分配新列表,适合高频调用(如每帧刷新 HUD)。
+ ///
+ void FillQuestsInState(QuestStateEnum state, System.Collections.Generic.List result);
+
+ ///
+ /// 将满足谓词的所有任务 ID 填入调用方提供的列表(先 Clear 再添加)。
+ /// 相比 不分配新列表,适合高频调用场景。
+ ///
+ void FillFilterQuests(System.Func predicate, System.Collections.Generic.List result);
}
///
diff --git a/Assets/_Game/Scripts/Quest/QuestGiver.cs b/Assets/_Game/Scripts/Quest/QuestGiver.cs
index 448fe9a..c730266 100644
--- a/Assets/_Game/Scripts/Quest/QuestGiver.cs
+++ b/Assets/_Game/Scripts/Quest/QuestGiver.cs
@@ -32,14 +32,26 @@ namespace BaseGames.Quest
// ── InteractableNPC 覆盖 ──────────────────────────────────────────────
+ // 缓存上次查找结果,避免 InteractPrompt get(每帧调用)重复遍历 _offeredQuests。
+ // 当状态可能变更时(OnEnable、Interact_Internal 后)标记为脏。
+ private QuestSO _cachedQuest;
+ private QuestStateEnum _cachedState;
+ private bool _cacheDirty = true;
+
+ protected override void OnEnable()
+ {
+ base.OnEnable();
+ _cacheDirty = true;
+ }
+
public override string InteractPrompt
{
get
{
var qm = SL.GetOrDefault();
- var quest = GetCurrentOrCompletedQuest(qm);
+ var quest = GetCachedQuest(qm);
if (quest == null || qm == null) return base.InteractPrompt;
- return qm.GetState(quest.questId) switch
+ return _cachedState switch
{
QuestStateEnum.Available => "接受任务",
QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId) ? "提交任务" : "进行中…",
@@ -53,32 +65,30 @@ namespace BaseGames.Quest
protected override void Interact_Internal(Transform player)
{
var qm = SL.GetOrDefault();
- var quest = GetCurrentOrCompletedQuest(qm);
+ var quest = GetCachedQuest(qm);
if (quest == null || qm == null) return;
- var state = qm.GetState(quest.questId);
-
- if (state == QuestStateEnum.Available)
+ if (_cachedState == QuestStateEnum.Available)
{
qm.AcceptQuest(quest.questId);
+ _cacheDirty = true; // 状态已变更,下次访问重新查询
}
- else if (state == QuestStateEnum.Active && qm.IsReadyToComplete(quest.questId))
+ else if (_cachedState == QuestStateEnum.Active && qm.IsReadyToComplete(quest.questId))
{
// 直接从 player 获取 PlayerStats,避免对 PlayerController 的程序集依赖
var stats = player.GetComponentInParent();
qm.CompleteQuest(quest.questId, stats);
+ _cacheDirty = true; // 状态已变更,下次访问重新查询
}
}
protected override DialogueSequenceSO GetCurrentDialogue()
{
var qm = SL.GetOrDefault();
- var quest = GetCurrentOrCompletedQuest(qm);
+ var quest = GetCachedQuest(qm);
if (quest == null || qm == null) return base.GetCurrentDialogue();
- var state = qm.GetState(quest.questId);
-
- return state switch
+ return _cachedState switch
{
QuestStateEnum.Available => _availableDialogue,
QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId)
@@ -92,24 +102,36 @@ namespace BaseGames.Quest
// ── 私有辅助 ─────────────────────────────────────────────────────────
///
- /// 返回当前处于 Available 或 Active 状态的第一个任务;
- /// 若全部已完成,返回最后一个已完成任务(用于显示 completedDialogue)。
+ /// 返回缓存的当前任务(处于 Available/Active/Paused 的第一个,或最后一个已完成任务)。
+ /// 若缓存不脏,直接返回上次结果,避免每帧遍历 _offeredQuests。
+ /// 调用 Interact_Internal 后将 _cacheDirty 置 true,确保下次交互状态是最新的。
///
- private QuestSO GetCurrentOrCompletedQuest(IQuestManager qm = null)
+ private QuestSO GetCachedQuest(IQuestManager qm = null)
{
- if (_offeredQuests == null) return null;
+ if (!_cacheDirty && _cachedQuest != null) return _cachedQuest;
+
qm ??= SL.GetOrDefault();
- if (qm == null) return null;
+ if (_offeredQuests == null || qm == null) { _cacheDirty = false; return null; }
QuestSO lastCompleted = null;
foreach (var q in _offeredQuests)
{
if (q == null) continue;
var s = qm.GetState(q.questId);
- if (s == QuestStateEnum.Available || s == QuestStateEnum.Active || s == QuestStateEnum.Paused) return q;
+ if (s == QuestStateEnum.Available || s == QuestStateEnum.Active || s == QuestStateEnum.Paused)
+ {
+ _cachedQuest = q;
+ _cachedState = s;
+ _cacheDirty = false;
+ return _cachedQuest;
+ }
if (s == QuestStateEnum.Completed) lastCompleted = q;
}
- return lastCompleted;
+
+ _cachedQuest = lastCompleted;
+ _cachedState = lastCompleted != null ? QuestStateEnum.Completed : QuestStateEnum.Unavailable;
+ _cacheDirty = false;
+ return _cachedQuest;
}
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index 01fb1e1..87d71b0 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -534,6 +534,42 @@ namespace BaseGames.Quest
return CheckQuestDepsAndFlags(quest);
}
+ ///
+ public IReadOnlyList GetQuestsInState(QuestStateEnum state)
+ {
+ var result = new List();
+ FillQuestsInState(state, result);
+ return result;
+ }
+
+ ///
+ public IReadOnlyList FilterQuests(Func predicate)
+ {
+ if (predicate == null) return Array.Empty();
+ var result = new List();
+ FillFilterQuests(predicate, result);
+ return result;
+ }
+
+ ///
+ public void FillQuestsInState(QuestStateEnum state, List result)
+ {
+ if (result == null) return;
+ result.Clear();
+ foreach (var (id, s) in _questStates)
+ if (s == state) result.Add(id);
+ }
+
+ ///
+ public void FillFilterQuests(Func predicate, List result)
+ {
+ if (result == null) return;
+ result.Clear();
+ if (predicate == null) return;
+ foreach (var (id, s) in _questStates)
+ if (predicate(id, s)) result.Add(id);
+ }
+
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// ── IQuestDebugger ────────────────────────────────────────────────────
@@ -797,25 +833,6 @@ namespace BaseGames.Quest
return new QuestLockInfo { Reason = QuestLockReason.None };
}
- ///
- public System.Collections.Generic.IReadOnlyList GetQuestsInState(QuestStateEnum state)
- {
- var result = new List();
- foreach (var (id, s) in _questStates)
- if (s == state) result.Add(id);
- return result;
- }
-
- ///
- public System.Collections.Generic.IReadOnlyList FilterQuests(System.Func predicate)
- {
- if (predicate == null) return System.Array.Empty();
- var result = new List();
- foreach (var (id, state) in _questStates)
- if (predicate(id, state)) result.Add(id);
- return result;
- }
-
///
/// 根据 flags 数组和 logic 评估标志前置条件是否满足。
///
diff --git a/Assets/_Game/Scripts/World/WorldStateRegistry.cs b/Assets/_Game/Scripts/World/WorldStateRegistry.cs
index 33be38a..dd5637f 100644
--- a/Assets/_Game/Scripts/World/WorldStateRegistry.cs
+++ b/Assets/_Game/Scripts/World/WorldStateRegistry.cs
@@ -153,5 +153,22 @@ namespace BaseGames.World
/// 重置所有状态(开始新游戏时调用)。
public void Reset() => _states.Clear();
+
+ ///
+ /// 反向查询:在所有分类中查找 首次出现的类别。
+ /// 适用于调试工具(如 DataHub / WorldState 检视面板)快速定位一个 id 属于哪类。
+ /// O(k) 其中 k = 分类数(最多 5)。
+ ///
+ /// 要查找的 ID。
+ /// 找到时输出该 ID 所属的类别;未找到时输出 (默认值)。
+ /// true = 找到;false = 任何类别中均无此 id。
+ public bool TryGetCategory(string id, out WorldObjectCategory category)
+ {
+ if (!string.IsNullOrEmpty(id))
+ foreach (var (cat, set) in _states)
+ if (set.Contains(id)) { category = cat; return true; }
+ category = default;
+ return false;
+ }
}
}