fix: Round 56 亲密度门槛UI、空npcId警告、任务总览窗口、超时缓存、本地化Key检查、放弃任务交互、CurrentNpcId属性
- QuestManager.ApplyAffinity: giverNpc.npcId 为空时改为 LogWarning+return,不再静默丢弃好感度奖励 - QuestManager.UnlockBranches: 分支对话 npcId 为空时输出 LogWarning,提示开发者可能误推进对话类目标 - QuestGiver.InteractPrompt: Available 状态调用 GetQuestLockInfo,亲密度/前置未满足时显示锁定原因而非'接受任务' - QuestGiver.Interact_Internal: Available 状态加锁定检查防卫,锁定时提前返回;新增 _allowAbandon 字段(默认 false) - QuestGiver: Active+未完成+_allowAbandon=true 时显示'放弃任务'并触发 AbandonQuest,接入已有 AbandonQuest 接口 - DialogueManager: 新增 _waitSequenceTimeout 缓存字段,Awake 预创建避免每次 PlayImmediate 分配 WaitForSeconds - DialogueManager: 新增 _currentNpcId 字段,PlayImmediate 写入、EndDialogue/ForceEnd 清空 - IDialogueService + DialogueManager: 暴露 CurrentNpcId 只读属性,供外部系统主动查询当前对话 NPC - QuestSO.OnValidate: 对空 displayNameKey/descriptionKey 输出 LogWarning,防止 UI 显示空文本 - 新增 QuestOverviewEditorWindow: BaseGames/Quest/Quest Overview,列出全部 QuestSO,支持搜索/分类过滤; Play Mode 下读取 IQuestManager 运行时状态并着色显示;Edit Mode 高亮配置错误行;单击 Ping、双击 Select Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
314
Assets/_Game/Scripts/Editor/Quest/QuestOverviewEditorWindow.cs
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314
Assets/_Game/Scripts/Editor/Quest/QuestOverviewEditorWindow.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using BaseGames.Quest;
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using QuestStateEnum = BaseGames.Core.Events.QuestState;
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namespace BaseGames.Editor.Quest
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{
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/// <summary>
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/// 任务总览编辑器窗口(架构 22_QuestChallengeModule §Editor)。
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/// 菜单:BaseGames/Quest/Quest Overview
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///
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/// 功能:
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/// - 列出项目中所有 QuestSO 资产,支持按名称/ID/分类过滤
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/// - Play Mode:读取 IQuestManager 运行时状态,以颜色区分 Active / Completed / Failed 等
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/// - 单击行 → 在 Project 窗口中高亮(Ping)对应资产
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/// - 双击行 → 在 Inspector 中选中对应资产
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/// - 顶部统计栏(编辑器):总数 / 缺少 questId / 缺少本地化 Key
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/// - Play Mode 统计栏:Active / Completed / Failed 数量
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/// </summary>
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public class QuestOverviewEditorWindow : EditorWindow
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{
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// ── State ──────────────────────────────────────────────────────────
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private QuestSO[] _allQuests = System.Array.Empty<QuestSO>();
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private QuestSO[] _filtered = System.Array.Empty<QuestSO>();
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private Vector2 _scroll;
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private string _searchText = string.Empty;
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private QuestCategory _categoryFilter = (QuestCategory)(-1); // -1 = 全部
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private double _lastRefreshTime = -30.0;
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private const double RefreshIntervalSeconds = 5.0;
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// ── Play Mode runtime 状态缓存 ─────────────────────────────────────
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private IQuestManager _runtimeManager;
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private bool _isPlayMode;
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// ── Colors ─────────────────────────────────────────────────────────
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private static readonly Color ColActive = new Color(0.25f, 0.70f, 0.95f, 0.85f);
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private static readonly Color ColCompleted = new Color(0.20f, 0.80f, 0.30f, 0.85f);
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private static readonly Color ColFailed = new Color(0.90f, 0.25f, 0.25f, 0.85f);
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private static readonly Color ColPaused = new Color(0.90f, 0.75f, 0.20f, 0.85f);
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private static readonly Color ColAvail = new Color(0.80f, 0.80f, 0.80f, 0.70f);
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private static readonly Color ColUnavail = new Color(0.45f, 0.45f, 0.45f, 0.60f);
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private static readonly Color ColError = new Color(1.00f, 0.60f, 0.10f, 0.85f);
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// ── Menu ───────────────────────────────────────────────────────────
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[MenuItem("BaseGames/Quest/Quest Overview")]
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public static void OpenWindow()
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{
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var win = GetWindow<QuestOverviewEditorWindow>("Quest Overview");
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win.minSize = new Vector2(680, 420);
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win.Show();
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}
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// ── Lifecycle ──────────────────────────────────────────────────────
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private void OnEnable()
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{
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EditorApplication.playModeStateChanged += OnPlayModeChanged;
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RefreshQuestList();
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}
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private void OnDisable()
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{
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EditorApplication.playModeStateChanged -= OnPlayModeChanged;
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}
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private void OnPlayModeChanged(PlayModeStateChange change)
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{
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_isPlayMode = EditorApplication.isPlaying;
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if (_isPlayMode)
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RefreshRuntimeManager();
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else
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_runtimeManager = null;
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Repaint();
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}
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private void OnFocus()
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{
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RefreshQuestList();
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}
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// ── GUI ────────────────────────────────────────────────────────────
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private void OnGUI()
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{
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// 定时自动刷新(Edit Mode 下资产可能被增删)
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if (EditorApplication.timeSinceStartup - _lastRefreshTime > RefreshIntervalSeconds)
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RefreshQuestList();
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if (_isPlayMode && _runtimeManager == null)
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RefreshRuntimeManager();
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DrawToolbar();
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DrawStats();
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DrawTable();
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}
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private void DrawToolbar()
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{
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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// 搜索框
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GUI.SetNextControlName("SearchField");
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var newSearch = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField,
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GUILayout.Width(220));
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if (newSearch != _searchText)
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{
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_searchText = newSearch;
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ApplyFilter();
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}
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// 分类过滤
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GUILayout.Space(8);
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GUILayout.Label("分类:", GUILayout.Width(36));
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var cats = new[] { "全部", "Main", "Side", "Daily", "Hidden" };
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var catVals = new[] { (QuestCategory)(-1), QuestCategory.Main, QuestCategory.Side,
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QuestCategory.Daily, QuestCategory.Hidden };
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int curIdx = System.Array.IndexOf(catVals, _categoryFilter);
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int newIdx = EditorGUILayout.Popup(curIdx < 0 ? 0 : curIdx, cats,
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EditorStyles.toolbarDropDown, GUILayout.Width(80));
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if (newIdx != (curIdx < 0 ? 0 : curIdx))
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{
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_categoryFilter = catVals[newIdx];
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ApplyFilter();
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}
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("刷新", EditorStyles.toolbarButton, GUILayout.Width(48)))
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RefreshQuestList();
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EditorGUILayout.EndHorizontal();
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}
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private void DrawStats()
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{
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EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
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GUILayout.Label($"共 {_allQuests.Length} 个任务 显示 {_filtered.Length}", EditorStyles.miniLabel);
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if (!_isPlayMode)
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{
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int missingId = 0, missingKey = 0;
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foreach (var q in _allQuests)
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{
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if (q == null) continue;
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if (string.IsNullOrWhiteSpace(q.questId)) missingId++;
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if (string.IsNullOrWhiteSpace(q.displayNameKey)) missingKey++;
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}
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GUILayout.FlexibleSpace();
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if (missingId > 0)
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{
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var prev = GUI.color;
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GUI.color = ColError;
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GUILayout.Label($"⚠ 缺少 questId: {missingId}", EditorStyles.miniLabel);
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GUI.color = prev;
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}
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if (missingKey > 0)
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{
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var prev = GUI.color;
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GUI.color = ColError;
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GUILayout.Label($"⚠ 缺少本地化 Key: {missingKey}", EditorStyles.miniLabel);
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GUI.color = prev;
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}
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}
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else if (_runtimeManager != null)
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{
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int active = 0, completed = 0, failed = 0;
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foreach (var q in _allQuests)
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{
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if (q == null || string.IsNullOrEmpty(q.questId)) continue;
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var s = _runtimeManager.GetState(q.questId);
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if (s == QuestStateEnum.Active) active++;
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if (s == QuestStateEnum.Completed) completed++;
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if (s == QuestStateEnum.Failed) failed++;
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}
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GUILayout.FlexibleSpace();
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GUI.color = ColActive; GUILayout.Label($"进行中 {active}", EditorStyles.miniLabel);
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GUI.color = ColCompleted; GUILayout.Label($"完成 {completed}", EditorStyles.miniLabel);
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GUI.color = ColFailed; GUILayout.Label($"失败 {failed}", EditorStyles.miniLabel);
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GUI.color = Color.white;
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}
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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}
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private void DrawTable()
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{
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// 表头
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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GUILayout.Label("questId", EditorStyles.miniLabel, GUILayout.Width(200));
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GUILayout.Label("资产名称", EditorStyles.miniLabel, GUILayout.Width(170));
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GUILayout.Label("分类", EditorStyles.miniLabel, GUILayout.Width(55));
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GUILayout.Label("displayNameKey", EditorStyles.miniLabel, GUILayout.Width(160));
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if (_isPlayMode)
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GUILayout.Label("运行时状态", EditorStyles.miniLabel, GUILayout.Width(80));
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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_scroll = EditorGUILayout.BeginScrollView(_scroll);
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for (int i = 0; i < _filtered.Length; i++)
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{
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var quest = _filtered[i];
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if (quest == null) continue;
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Color rowColor = Color.clear;
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string stateLabel = string.Empty;
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if (_isPlayMode && _runtimeManager != null && !string.IsNullOrEmpty(quest.questId))
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{
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var s = _runtimeManager.GetState(quest.questId);
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(rowColor, stateLabel) = s switch
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{
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QuestStateEnum.Active => (ColActive, "Active"),
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QuestStateEnum.Completed => (ColCompleted, "Completed"),
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QuestStateEnum.Failed => (ColFailed, "Failed"),
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QuestStateEnum.Paused => (ColPaused, "Paused"),
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QuestStateEnum.Available => (ColAvail, "Available"),
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_ => (ColUnavail, "Unavailable"),
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};
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}
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else
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{
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// Edit Mode:对有配置问题的行用警告色
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bool hasError = string.IsNullOrWhiteSpace(quest.questId)
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|| string.IsNullOrWhiteSpace(quest.displayNameKey);
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rowColor = hasError ? new Color(1f, 0.85f, 0.3f, 0.15f) : (i % 2 == 0
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? new Color(0.2f, 0.2f, 0.2f, 0.1f)
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: Color.clear);
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}
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// 行背景
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Rect rowRect = EditorGUILayout.BeginHorizontal();
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if (rowColor != Color.clear)
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EditorGUI.DrawRect(rowRect, rowColor);
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EditorGUILayout.LabelField(
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string.IsNullOrWhiteSpace(quest.questId) ? "⚠ (空)" : quest.questId,
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GUILayout.Width(200));
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EditorGUILayout.LabelField(quest.name, GUILayout.Width(170));
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EditorGUILayout.LabelField(quest.category.ToString(), GUILayout.Width(55));
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EditorGUILayout.LabelField(
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string.IsNullOrWhiteSpace(quest.displayNameKey) ? "⚠ (空)" : quest.displayNameKey,
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GUILayout.Width(160));
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if (_isPlayMode)
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EditorGUILayout.LabelField(stateLabel, GUILayout.Width(80));
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GUILayout.FlexibleSpace();
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EditorGUILayout.EndHorizontal();
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// 单击 Ping,双击 Select
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if (Event.current.type == EventType.MouseDown && rowRect.Contains(Event.current.mousePosition))
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{
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if (Event.current.clickCount == 1)
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EditorGUIUtility.PingObject(quest);
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else
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Selection.activeObject = quest;
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Event.current.Use();
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}
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}
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EditorGUILayout.EndScrollView();
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}
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// ── 数据加载 ──────────────────────────────────────────────────────
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private void RefreshQuestList()
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{
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var list = new List<QuestSO>();
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string[] guids = AssetDatabase.FindAssets("t:QuestSO");
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foreach (var guid in guids)
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{
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var q = AssetDatabase.LoadAssetAtPath<QuestSO>(AssetDatabase.GUIDToAssetPath(guid));
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if (q != null) list.Add(q);
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}
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list.Sort((a, b) => string.Compare(a.questId, b.questId, System.StringComparison.Ordinal));
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_allQuests = list.ToArray();
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ApplyFilter();
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_lastRefreshTime = EditorApplication.timeSinceStartup;
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Repaint();
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}
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private void ApplyFilter()
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{
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var result = new List<QuestSO>(_allQuests.Length);
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foreach (var q in _allQuests)
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{
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if (q == null) continue;
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// 分类过滤
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if ((int)_categoryFilter != -1 && q.category != _categoryFilter) continue;
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// 文字搜索(questId / 资产名 / displayNameKey)
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if (!string.IsNullOrEmpty(_searchText))
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{
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bool match = q.questId.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0
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|| q.name.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0
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|| (!string.IsNullOrEmpty(q.displayNameKey) &&
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q.displayNameKey.IndexOf(_searchText, System.StringComparison.OrdinalIgnoreCase) >= 0);
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if (!match) continue;
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}
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result.Add(q);
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}
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_filtered = result.ToArray();
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}
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private void RefreshRuntimeManager()
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{
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_runtimeManager = BaseGames.Core.ServiceLocator.GetOrDefault<IQuestManager>();
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}
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}
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}
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