feat: Round 50 narrative systems improvements
IQuestManager+QuestManager: add FillQuestsInState/FillFilterQuests buffer overloads (no-alloc hot path); remove R49 duplicate implementations. QuestGiver: cache current quest result (_cachedQuest/_cachedState/_cacheDirty) to avoid per-frame foreach in InteractPrompt; invalidate on OnEnable and Interact_Internal state changes. IDialogueService+DialogueManager: add StartDialogue(..., Action onComplete) overload; callback fires once on ForceEnd (covers both normal end and interrupt); supports chained callbacks via += accumulation. DialogueVariantPreviewWindow: add 'Copy CSV' button in matrix section; exports all 2^N flag combinations with winner column; handles N>10 guard and CSV-safe escaping. WorldStateRegistry: add TryGetCategory(id, out category) reverse lookup for debug tools. NpcSOEditor: new CustomEditor for NpcSO showing live nameKey localization preview in Inspector (green label or warning box if Key not found). Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -32,14 +32,26 @@ namespace BaseGames.Quest
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// ── InteractableNPC 覆盖 ──────────────────────────────────────────────
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// 缓存上次查找结果,避免 InteractPrompt get(每帧调用)重复遍历 _offeredQuests。
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// 当状态可能变更时(OnEnable、Interact_Internal 后)标记为脏。
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private QuestSO _cachedQuest;
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private QuestStateEnum _cachedState;
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private bool _cacheDirty = true;
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protected override void OnEnable()
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{
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base.OnEnable();
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_cacheDirty = true;
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}
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public override string InteractPrompt
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{
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get
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{
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var qm = SL.GetOrDefault<IQuestManager>();
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var quest = GetCurrentOrCompletedQuest(qm);
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var quest = GetCachedQuest(qm);
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if (quest == null || qm == null) return base.InteractPrompt;
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return qm.GetState(quest.questId) switch
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return _cachedState switch
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{
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QuestStateEnum.Available => "接受任务",
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QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId) ? "提交任务" : "进行中…",
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@@ -53,32 +65,30 @@ namespace BaseGames.Quest
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protected override void Interact_Internal(Transform player)
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{
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var qm = SL.GetOrDefault<IQuestManager>();
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var quest = GetCurrentOrCompletedQuest(qm);
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var quest = GetCachedQuest(qm);
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if (quest == null || qm == null) return;
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var state = qm.GetState(quest.questId);
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if (state == QuestStateEnum.Available)
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if (_cachedState == QuestStateEnum.Available)
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{
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qm.AcceptQuest(quest.questId);
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_cacheDirty = true; // 状态已变更,下次访问重新查询
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}
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else if (state == QuestStateEnum.Active && qm.IsReadyToComplete(quest.questId))
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else if (_cachedState == QuestStateEnum.Active && qm.IsReadyToComplete(quest.questId))
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{
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// 直接从 player 获取 PlayerStats,避免对 PlayerController 的程序集依赖
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var stats = player.GetComponentInParent<PlayerStats>();
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qm.CompleteQuest(quest.questId, stats);
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_cacheDirty = true; // 状态已变更,下次访问重新查询
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}
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}
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protected override DialogueSequenceSO GetCurrentDialogue()
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{
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var qm = SL.GetOrDefault<IQuestManager>();
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var quest = GetCurrentOrCompletedQuest(qm);
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var quest = GetCachedQuest(qm);
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if (quest == null || qm == null) return base.GetCurrentDialogue();
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var state = qm.GetState(quest.questId);
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return state switch
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return _cachedState switch
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{
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QuestStateEnum.Available => _availableDialogue,
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QuestStateEnum.Active => qm.IsReadyToComplete(quest.questId)
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@@ -92,24 +102,36 @@ namespace BaseGames.Quest
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// ── 私有辅助 ─────────────────────────────────────────────────────────
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/// <summary>
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/// 返回当前处于 Available 或 Active 状态的第一个任务;
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/// 若全部已完成,返回最后一个已完成任务(用于显示 completedDialogue)。
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/// 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)。
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/// 若缓存不脏,直接返回上次结果,避免每帧遍历 _offeredQuests。
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/// 调用 Interact_Internal 后将 _cacheDirty 置 true,确保下次交互状态是最新的。
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/// </summary>
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private QuestSO GetCurrentOrCompletedQuest(IQuestManager qm = null)
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private QuestSO GetCachedQuest(IQuestManager qm = null)
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{
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if (_offeredQuests == null) return null;
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if (!_cacheDirty && _cachedQuest != null) return _cachedQuest;
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qm ??= SL.GetOrDefault<IQuestManager>();
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if (qm == null) return null;
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if (_offeredQuests == null || qm == null) { _cacheDirty = false; return null; }
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QuestSO lastCompleted = null;
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foreach (var q in _offeredQuests)
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{
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if (q == null) continue;
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var s = qm.GetState(q.questId);
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if (s == QuestStateEnum.Available || s == QuestStateEnum.Active || s == QuestStateEnum.Paused) return q;
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if (s == QuestStateEnum.Available || s == QuestStateEnum.Active || s == QuestStateEnum.Paused)
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{
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_cachedQuest = q;
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_cachedState = s;
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_cacheDirty = false;
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return _cachedQuest;
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}
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if (s == QuestStateEnum.Completed) lastCompleted = q;
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}
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return lastCompleted;
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_cachedQuest = lastCompleted;
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_cachedState = lastCompleted != null ? QuestStateEnum.Completed : QuestStateEnum.Unavailable;
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_cacheDirty = false;
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return _cachedQuest;
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}
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}
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}
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