diff --git a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
index 64daae0..4d0a4a4 100644
--- a/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
+++ b/Assets/_Game/Scripts/Dialogue/DialogueManager.cs
@@ -74,6 +74,8 @@ namespace BaseGames.Dialogue
private DialogueSequenceSO _choiceBranchResult;
/// HandleChoices 子协程写入结果:true = 分支深度超限,优雅降级(继续播放后续行)。
private bool _branchDepthExceeded;
+ /// 当前正在播放对话的 NPC ID(无对话时为 null)。供外部系统主动查询"谁在说话"。
+ private string _currentNpcId;
// ── 复用 Yield 指令,避免协程每行 new WaitUntil 闭包 ───────────────
private sealed class WaitTypingOrSkip : CustomYieldInstruction
@@ -101,6 +103,8 @@ namespace BaseGames.Dialogue
private WaitForChoice _waitForChoice;
// 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
private WaitForSeconds _waitChoiceInputGuard;
+ // 超时守卫等待指令(与 _sequenceTimeoutSeconds 同步,在 Awake 初始化,避免每次 PlayImmediate 分配)
+ private WaitForSeconds _waitSequenceTimeout;
///
/// 当 IsDialogueActive 时排队等待的对话请求。
@@ -113,6 +117,12 @@ namespace BaseGames.Dialogue
/// 当前是否有对话正在播放。
public bool IsDialogueActive { get; private set; }
+ ///
+ /// 当前正在播放对话的 NPC ID。无对话活跃时为 。
+ /// 供地图标记、HUD、分析埋点等外部系统主动查询"当前谁在说话",无需订阅事件。
+ ///
+ public string CurrentNpcId => _currentNpcId;
+
/// 当前正在播放的对话优先级(0 = 默认)。高优先级请求可打断低优先级。
private int _currentPriority;
@@ -129,6 +139,8 @@ namespace BaseGames.Dialogue
_waitSkip = new WaitSkip(this);
_waitForChoice = new WaitForChoice(this);
_waitChoiceInputGuard = new WaitForSeconds(0.15f);
+ if (_sequenceTimeoutSeconds > 0f)
+ _waitSequenceTimeout = new WaitForSeconds(_sequenceTimeoutSeconds);
}
private void OnDestroy()
@@ -230,6 +242,7 @@ namespace BaseGames.Dialogue
private void PlayImmediate(DialogueSequenceSO sequence, string npcId, int priority = 0)
{
IsDialogueActive = true;
+ _currentNpcId = npcId;
_currentPriority = priority;
_skipRequested = false;
_selectedChoiceIndex = -1;
@@ -249,7 +262,7 @@ namespace BaseGames.Dialogue
///
private IEnumerator SequenceTimeoutGuard(string npcId)
{
- yield return new WaitForSeconds(_sequenceTimeoutSeconds);
+ yield return _waitSequenceTimeout ?? new WaitForSeconds(_sequenceTimeoutSeconds);
if (!IsDialogueActive) yield break;
Debug.LogError(
$"[DialogueManager] 对话序列 (npcId='{npcId}') 超时 {_sequenceTimeoutSeconds}s 未结束," +
@@ -271,6 +284,7 @@ namespace BaseGames.Dialogue
_dialogueBox?.HideChoices();
_dialogueBox?.Hide();
IsDialogueActive = false;
+ _currentNpcId = null;
_currentPriority = 0;
_skipRequested = false;
_selectedChoiceIndex = -1;
@@ -424,6 +438,7 @@ namespace BaseGames.Dialogue
{
_dialogueBox?.Hide();
IsDialogueActive = false;
+ _currentNpcId = null;
_currentPriority = 0;
// 优先通过 _onDialogueEnded 事件让 InputManager 决定如何恢复输入;
diff --git a/Assets/_Game/Scripts/Dialogue/IDialogueService.cs b/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
index 16c3825..4209810 100644
--- a/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
+++ b/Assets/_Game/Scripts/Dialogue/IDialogueService.cs
@@ -8,6 +8,12 @@ namespace BaseGames.Dialogue
/// 当前是否有对话正在播放。
bool IsDialogueActive { get; }
+ ///
+ /// 当前正在播放对话的 NPC ID。无对话活跃时为 。
+ /// 供地图标记、HUD、分析埋点等外部系统主动查询,无需订阅事件。
+ ///
+ string CurrentNpcId { get; }
+
///
/// 每次对话序列(含分支链)全部播完后触发。
/// 测试代码可订阅此事件等待对话结束,无需依赖 VoidEventChannelSO 资产。
diff --git a/Assets/_Game/Scripts/Editor/Quest/QuestOverviewEditorWindow.cs b/Assets/_Game/Scripts/Editor/Quest/QuestOverviewEditorWindow.cs
new file mode 100644
index 0000000..a025a95
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Quest/QuestOverviewEditorWindow.cs
@@ -0,0 +1,314 @@
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using BaseGames.Quest;
+using QuestStateEnum = BaseGames.Core.Events.QuestState;
+
+namespace BaseGames.Editor.Quest
+{
+ ///
+ /// 任务总览编辑器窗口(架构 22_QuestChallengeModule §Editor)。
+ /// 菜单:BaseGames/Quest/Quest Overview
+ ///
+ /// 功能:
+ /// - 列出项目中所有 QuestSO 资产,支持按名称/ID/分类过滤
+ /// - Play Mode:读取 IQuestManager 运行时状态,以颜色区分 Active / Completed / Failed 等
+ /// - 单击行 → 在 Project 窗口中高亮(Ping)对应资产
+ /// - 双击行 → 在 Inspector 中选中对应资产
+ /// - 顶部统计栏(编辑器):总数 / 缺少 questId / 缺少本地化 Key
+ /// - Play Mode 统计栏:Active / Completed / Failed 数量
+ ///
+ public class QuestOverviewEditorWindow : EditorWindow
+ {
+ // ── State ──────────────────────────────────────────────────────────
+ private QuestSO[] _allQuests = System.Array.Empty();
+ private QuestSO[] _filtered = System.Array.Empty();
+ private Vector2 _scroll;
+ private string _searchText = string.Empty;
+ private QuestCategory _categoryFilter = (QuestCategory)(-1); // -1 = 全部
+ private double _lastRefreshTime = -30.0;
+ private const double RefreshIntervalSeconds = 5.0;
+
+ // ── Play Mode runtime 状态缓存 ─────────────────────────────────────
+ private IQuestManager _runtimeManager;
+ private bool _isPlayMode;
+
+ // ── Colors ─────────────────────────────────────────────────────────
+ private static readonly Color ColActive = new Color(0.25f, 0.70f, 0.95f, 0.85f);
+ private static readonly Color ColCompleted = new Color(0.20f, 0.80f, 0.30f, 0.85f);
+ private static readonly Color ColFailed = new Color(0.90f, 0.25f, 0.25f, 0.85f);
+ private static readonly Color ColPaused = new Color(0.90f, 0.75f, 0.20f, 0.85f);
+ private static readonly Color ColAvail = new Color(0.80f, 0.80f, 0.80f, 0.70f);
+ private static readonly Color ColUnavail = new Color(0.45f, 0.45f, 0.45f, 0.60f);
+ private static readonly Color ColError = new Color(1.00f, 0.60f, 0.10f, 0.85f);
+
+ // ── Menu ───────────────────────────────────────────────────────────
+ [MenuItem("BaseGames/Quest/Quest Overview")]
+ public static void OpenWindow()
+ {
+ var win = GetWindow("Quest Overview");
+ win.minSize = new Vector2(680, 420);
+ win.Show();
+ }
+
+ // ── Lifecycle ──────────────────────────────────────────────────────
+
+ private void OnEnable()
+ {
+ EditorApplication.playModeStateChanged += OnPlayModeChanged;
+ RefreshQuestList();
+ }
+
+ private void OnDisable()
+ {
+ EditorApplication.playModeStateChanged -= OnPlayModeChanged;
+ }
+
+ private void OnPlayModeChanged(PlayModeStateChange change)
+ {
+ _isPlayMode = EditorApplication.isPlaying;
+ if (_isPlayMode)
+ RefreshRuntimeManager();
+ else
+ _runtimeManager = null;
+ Repaint();
+ }
+
+ private void OnFocus()
+ {
+ RefreshQuestList();
+ }
+
+ // ── GUI ────────────────────────────────────────────────────────────
+
+ private void OnGUI()
+ {
+ // 定时自动刷新(Edit Mode 下资产可能被增删)
+ if (EditorApplication.timeSinceStartup - _lastRefreshTime > RefreshIntervalSeconds)
+ RefreshQuestList();
+
+ if (_isPlayMode && _runtimeManager == null)
+ RefreshRuntimeManager();
+
+ DrawToolbar();
+ DrawStats();
+ DrawTable();
+ }
+
+ private void DrawToolbar()
+ {
+ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
+
+ // 搜索框
+ GUI.SetNextControlName("SearchField");
+ var newSearch = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField,
+ GUILayout.Width(220));
+ if (newSearch != _searchText)
+ {
+ _searchText = newSearch;
+ ApplyFilter();
+ }
+
+ // 分类过滤
+ GUILayout.Space(8);
+ GUILayout.Label("分类:", GUILayout.Width(36));
+ var cats = new[] { "全部", "Main", "Side", "Daily", "Hidden" };
+ var catVals = new[] { (QuestCategory)(-1), QuestCategory.Main, QuestCategory.Side,
+ QuestCategory.Daily, QuestCategory.Hidden };
+ int curIdx = System.Array.IndexOf(catVals, _categoryFilter);
+ int newIdx = EditorGUILayout.Popup(curIdx < 0 ? 0 : curIdx, cats,
+ EditorStyles.toolbarDropDown, GUILayout.Width(80));
+ if (newIdx != (curIdx < 0 ? 0 : curIdx))
+ {
+ _categoryFilter = catVals[newIdx];
+ ApplyFilter();
+ }
+
+ GUILayout.FlexibleSpace();
+
+ if (GUILayout.Button("刷新", EditorStyles.toolbarButton, GUILayout.Width(48)))
+ RefreshQuestList();
+
+ EditorGUILayout.EndHorizontal();
+ }
+
+ private void DrawStats()
+ {
+ EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
+
+ GUILayout.Label($"共 {_allQuests.Length} 个任务 显示 {_filtered.Length}", EditorStyles.miniLabel);
+
+ if (!_isPlayMode)
+ {
+ int missingId = 0, missingKey = 0;
+ foreach (var q in _allQuests)
+ {
+ if (q == null) continue;
+ if (string.IsNullOrWhiteSpace(q.questId)) missingId++;
+ if (string.IsNullOrWhiteSpace(q.displayNameKey)) missingKey++;
+ }
+ GUILayout.FlexibleSpace();
+ if (missingId > 0)
+ {
+ var prev = GUI.color;
+ GUI.color = ColError;
+ GUILayout.Label($"⚠ 缺少 questId: {missingId}", EditorStyles.miniLabel);
+ GUI.color = prev;
+ }
+ if (missingKey > 0)
+ {
+ var prev = GUI.color;
+ GUI.color = ColError;
+ GUILayout.Label($"⚠ 缺少本地化 Key: {missingKey}", EditorStyles.miniLabel);
+ GUI.color = prev;
+ }
+ }
+ else if (_runtimeManager != null)
+ {
+ int active = 0, completed = 0, failed = 0;
+ foreach (var q in _allQuests)
+ {
+ if (q == null || string.IsNullOrEmpty(q.questId)) continue;
+ var s = _runtimeManager.GetState(q.questId);
+ if (s == QuestStateEnum.Active) active++;
+ if (s == QuestStateEnum.Completed) completed++;
+ if (s == QuestStateEnum.Failed) failed++;
+ }
+ GUILayout.FlexibleSpace();
+ GUI.color = ColActive; GUILayout.Label($"进行中 {active}", EditorStyles.miniLabel);
+ GUI.color = ColCompleted; GUILayout.Label($"完成 {completed}", EditorStyles.miniLabel);
+ GUI.color = ColFailed; GUILayout.Label($"失败 {failed}", EditorStyles.miniLabel);
+ GUI.color = Color.white;
+ }
+
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+ }
+
+ private void DrawTable()
+ {
+ // 表头
+ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
+ GUILayout.Label("questId", EditorStyles.miniLabel, GUILayout.Width(200));
+ GUILayout.Label("资产名称", EditorStyles.miniLabel, GUILayout.Width(170));
+ GUILayout.Label("分类", EditorStyles.miniLabel, GUILayout.Width(55));
+ GUILayout.Label("displayNameKey", EditorStyles.miniLabel, GUILayout.Width(160));
+ if (_isPlayMode)
+ GUILayout.Label("运行时状态", EditorStyles.miniLabel, GUILayout.Width(80));
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+
+ _scroll = EditorGUILayout.BeginScrollView(_scroll);
+
+ for (int i = 0; i < _filtered.Length; i++)
+ {
+ var quest = _filtered[i];
+ if (quest == null) continue;
+
+ Color rowColor = Color.clear;
+ string stateLabel = string.Empty;
+
+ if (_isPlayMode && _runtimeManager != null && !string.IsNullOrEmpty(quest.questId))
+ {
+ var s = _runtimeManager.GetState(quest.questId);
+ (rowColor, stateLabel) = s switch
+ {
+ QuestStateEnum.Active => (ColActive, "Active"),
+ QuestStateEnum.Completed => (ColCompleted, "Completed"),
+ QuestStateEnum.Failed => (ColFailed, "Failed"),
+ QuestStateEnum.Paused => (ColPaused, "Paused"),
+ QuestStateEnum.Available => (ColAvail, "Available"),
+ _ => (ColUnavail, "Unavailable"),
+ };
+ }
+ else
+ {
+ // Edit Mode:对有配置问题的行用警告色
+ bool hasError = string.IsNullOrWhiteSpace(quest.questId)
+ || string.IsNullOrWhiteSpace(quest.displayNameKey);
+ rowColor = hasError ? new Color(1f, 0.85f, 0.3f, 0.15f) : (i % 2 == 0
+ ? new Color(0.2f, 0.2f, 0.2f, 0.1f)
+ : Color.clear);
+ }
+
+ // 行背景
+ Rect rowRect = EditorGUILayout.BeginHorizontal();
+ if (rowColor != Color.clear)
+ EditorGUI.DrawRect(rowRect, rowColor);
+
+ EditorGUILayout.LabelField(
+ string.IsNullOrWhiteSpace(quest.questId) ? "⚠ (空)" : quest.questId,
+ GUILayout.Width(200));
+ EditorGUILayout.LabelField(quest.name, GUILayout.Width(170));
+ EditorGUILayout.LabelField(quest.category.ToString(), GUILayout.Width(55));
+ EditorGUILayout.LabelField(
+ string.IsNullOrWhiteSpace(quest.displayNameKey) ? "⚠ (空)" : quest.displayNameKey,
+ GUILayout.Width(160));
+ if (_isPlayMode)
+ EditorGUILayout.LabelField(stateLabel, GUILayout.Width(80));
+
+ GUILayout.FlexibleSpace();
+ EditorGUILayout.EndHorizontal();
+
+ // 单击 Ping,双击 Select
+ if (Event.current.type == EventType.MouseDown && rowRect.Contains(Event.current.mousePosition))
+ {
+ if (Event.current.clickCount == 1)
+ EditorGUIUtility.PingObject(quest);
+ else
+ Selection.activeObject = quest;
+ Event.current.Use();
+ }
+ }
+
+ EditorGUILayout.EndScrollView();
+ }
+
+ // ── 数据加载 ──────────────────────────────────────────────────────
+
+ private void RefreshQuestList()
+ {
+ var list = new List();
+ string[] guids = AssetDatabase.FindAssets("t:QuestSO");
+ foreach (var guid in guids)
+ {
+ var q = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid));
+ if (q != null) list.Add(q);
+ }
+ list.Sort((a, b) => string.Compare(a.questId, b.questId, System.StringComparison.Ordinal));
+ _allQuests = list.ToArray();
+ ApplyFilter();
+ _lastRefreshTime = EditorApplication.timeSinceStartup;
+ Repaint();
+ }
+
+ private void ApplyFilter()
+ {
+ var result = new List(_allQuests.Length);
+ foreach (var q in _allQuests)
+ {
+ if (q == null) continue;
+
+ // 分类过滤
+ if ((int)_categoryFilter != -1 && q.category != _categoryFilter) continue;
+
+ // 文字搜索(questId / 资产名 / displayNameKey)
+ if (!string.IsNullOrEmpty(_searchText))
+ {
+ bool match = q.questId.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0
+ || q.name.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0
+ || (!string.IsNullOrEmpty(q.displayNameKey) &&
+ q.displayNameKey.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0);
+ if (!match) continue;
+ }
+ result.Add(q);
+ }
+ _filtered = result.ToArray();
+ }
+
+ private void RefreshRuntimeManager()
+ {
+ _runtimeManager = BaseGames.Core.ServiceLocator.GetOrDefault();
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Quest/QuestGiver.cs b/Assets/_Game/Scripts/Quest/QuestGiver.cs
index e961be9..3e39753 100644
--- a/Assets/_Game/Scripts/Quest/QuestGiver.cs
+++ b/Assets/_Game/Scripts/Quest/QuestGiver.cs
@@ -31,6 +31,11 @@ namespace BaseGames.Quest
[Tooltip("任务已完成(QuestState.Completed)后再次交互时播放。通常是 NPC 闲聊或后续剧情的对话。")]
[SerializeField] private DialogueSequenceSO _completedDialogue;
+ [Header("交互选项")]
+ [Tooltip("勾选后,任务进行中(Active 且未完成)时交互提示变为"放弃任务",交互即触发 AbandonQuest。\n" +
+ "适合允许玩家主动放弃的支线任务;主线任务建议保持取消勾选。")]
+ [SerializeField] private bool _allowAbandon;
+
// ── InteractableNPC 覆盖 ──────────────────────────────────────────────
// 缓存上次查找结果,避免 InteractPrompt get(每帧调用)重复遍历 _offeredQuests。
@@ -46,6 +51,8 @@ namespace BaseGames.Quest
private const string K_InProgress = "QUEST_PROMPT_IN_PROGRESS";
private const string K_Paused = "QUEST_PROMPT_PAUSED";
private const string K_Talk = "QUEST_PROMPT_TALK";
+ private const string K_Locked = "QUEST_PROMPT_LOCKED";
+ private const string K_Abandon = "QUEST_PROMPT_ABANDON";
// 缓存 IQuestManager + IQuestEventSource 引用,避免每次访问 InteractPrompt 调用 SL.GetOrDefault
private IQuestManager _questManager;
@@ -100,12 +107,32 @@ namespace BaseGames.Quest
{
var quest = GetCachedQuest();
if (quest == null || _questManager == null) return base.InteractPrompt;
+
+ if (_cachedState == QuestStateEnum.Available)
+ {
+ // 检查亲密度门槛等锁定条件,锁定时显示具体原因而非直接"接受任务"
+ var lockInfo = _questManager.GetQuestLockInfo(quest.questId);
+ if (lockInfo.IsLocked)
+ {
+ string fallback = lockInfo.Reason == QuestLockReason.InsufficientAffinity
+ ? $"好感度不足({lockInfo.Param})"
+ : "条件未满足";
+ return GetPrompt(K_Locked, fallback);
+ }
+ return GetPrompt(K_Accept, "接受任务");
+ }
+
+ if (_cachedState == QuestStateEnum.Active)
+ {
+ if (_questManager.IsReadyToComplete(quest.questId))
+ return GetPrompt(K_Submit, "提交任务");
+ return _allowAbandon
+ ? GetPrompt(K_Abandon, "放弃任务")
+ : GetPrompt(K_InProgress, "进行中…");
+ }
+
return _cachedState switch
{
- QuestStateEnum.Available => GetPrompt(K_Accept, "接受任务"),
- QuestStateEnum.Active => _questManager.IsReadyToComplete(quest.questId)
- ? GetPrompt(K_Submit, "提交任务")
- : GetPrompt(K_InProgress, "进行中…"),
QuestStateEnum.Paused => GetPrompt(K_Paused, "暂停中…"),
QuestStateEnum.Completed => GetPrompt(K_Talk, "对话"),
_ => base.InteractPrompt,
@@ -120,15 +147,26 @@ namespace BaseGames.Quest
if (_cachedState == QuestStateEnum.Available)
{
+ // 亲密度门槛等锁定条件未满足时静默返回(InteractPrompt 已显示原因,玩家可见)
+ var lockInfo = _questManager.GetQuestLockInfo(quest.questId);
+ if (lockInfo.IsLocked) return;
_questManager.AcceptQuest(quest.questId);
// OnQuestStateChanged 事件会自动触发 HandleQuestStateChanged → _cacheDirty = true
}
- else if (_cachedState == QuestStateEnum.Active && _questManager.IsReadyToComplete(quest.questId))
+ else if (_cachedState == QuestStateEnum.Active)
{
- // 直接从 player 获取 PlayerStats,避免对 PlayerController 的程序集依赖
- var stats = player.GetComponentInParent();
- _questManager.CompleteQuest(quest.questId, stats);
- // OnQuestStateChanged 事件会自动触发 HandleQuestStateChanged → _cacheDirty = true
+ if (_questManager.IsReadyToComplete(quest.questId))
+ {
+ // 直接从 player 获取 PlayerStats,避免对 PlayerController 的程序集依赖
+ var stats = player.GetComponentInParent();
+ _questManager.CompleteQuest(quest.questId, stats);
+ // OnQuestStateChanged 事件会自动触发 HandleQuestStateChanged → _cacheDirty = true
+ }
+ else if (_allowAbandon)
+ {
+ _questManager.AbandonQuest(quest.questId);
+ // OnQuestStateChanged 事件会自动触发 HandleQuestStateChanged → _cacheDirty = true
+ }
}
}
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index 660d792..a9865dc 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -395,7 +395,13 @@ namespace BaseGames.Quest
"但 giverNpc 未配置,好感度无法发放。请在 QuestSO 中指定 giverNpc。", quest);
return;
}
- if (string.IsNullOrEmpty(quest.GiverNpcId)) return;
+ if (string.IsNullOrEmpty(quest.GiverNpcId))
+ {
+ Debug.LogWarning(
+ $"[QuestManager] 任务 '{quest.questId}' 的 giverNpc.npcId 为空字符串,好感度无法写入。" +
+ "请在对应 NpcSO 中填写有效的 npcId 后重新保存 QuestSO。", quest.giverNpc);
+ return;
+ }
_npcRelations.TryGetValue(quest.GiverNpcId, out int current);
int newTotal = current + quest.reward.affinityBonus;
@@ -504,7 +510,13 @@ namespace BaseGames.Quest
{
if (dialogueService != null)
{
- dialogueService.StartDialogue(branch.npcDialogueSequence, quest.GiverNpcId ?? "");
+ string npcId = quest.GiverNpcId;
+ if (string.IsNullOrEmpty(npcId))
+ Debug.LogWarning(
+ $"[QuestManager] 任务 '{questId}' 完成分支对话的 giverNpc.npcId 为空," +
+ "EVT_NpcDialogueCompleted 将广播空 npcId,可能错误推进对话类目标进度。" +
+ "请在 NpcSO 中填写有效的 npcId。");
+ dialogueService.StartDialogue(branch.npcDialogueSequence, npcId ?? "");
dialoguePlayed = true;
}
else
diff --git a/Assets/_Game/Scripts/Quest/QuestSO.cs b/Assets/_Game/Scripts/Quest/QuestSO.cs
index 691c67e..5266ff3 100644
--- a/Assets/_Game/Scripts/Quest/QuestSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestSO.cs
@@ -118,6 +118,16 @@ namespace BaseGames.Quest
s_questIdsCacheTime = -10.0;
}
+ // 本地化 Key 完整性检查:空 Key 会导致 UI 显示空文本(未本地化内容)
+ if (string.IsNullOrWhiteSpace(displayNameKey))
+ Debug.LogWarning(
+ $"[QuestSO] '{name}'(questId='{questId}')的 displayNameKey 为空," +
+ "任务日志 UI 将显示空白名称。请填写本地化 Key,如 \"Quest_{questId}_Name\"。", this);
+ if (string.IsNullOrWhiteSpace(descriptionKey))
+ Debug.LogWarning(
+ $"[QuestSO] '{name}'(questId='{questId}')的 descriptionKey 为空," +
+ "任务详情 UI 将显示空白描述。请填写本地化 Key,如 \"Quest_{questId}_Desc\"。", this);
+
ValidateObjectiveIds();
ValidatePrerequisiteCycles();
ValidateBranchCycles();