diff --git a/Assets/_Game/Scripts/Core/Save/SaveData.cs b/Assets/_Game/Scripts/Core/Save/SaveData.cs
index 54060ec..8b0900b 100644
--- a/Assets/_Game/Scripts/Core/Save/SaveData.cs
+++ b/Assets/_Game/Scripts/Core/Save/SaveData.cs
@@ -134,31 +134,20 @@ namespace BaseGames.Core.Save
[Serializable]
public class QuestState
{
- ///
- /// 此 QuestState 数据格式版本号。
- /// 1 = 原始格式(ProgressCounts 按索引,已弃用)
- /// 2 = Round 24+ 格式(ObjectiveProgress 按 objectiveId 键值对)
- /// 3 = Round 52+ 格式(新增 ObjectiveCompleted、StartedAtUtc、CompletedAtUtc)
- /// OnLoad 按此字段显式选择解析路径,杜绝依赖 Count > 0 的隐式推断。
- ///
+ /// 此 QuestState 数据格式版本号,固定为 3。
public int DataVersion = 3;
/// 任务运行时状态字符串。有效值:Unavailable|Available|Active|Paused|Completed|Failed。
/// OnLoad 通过 Enum.TryParse 解析;无效值将触发开发模式警告并降级为 Unavailable。
public string Status;
- public int ObjectiveIndex;
- /// 新格式(DataVersion≥2):objectiveId → progressCount,重排目标顺序后存档不会错位。
+ /// objectiveId → progressCount,重排目标顺序后存档不会错位。
public Dictionary ObjectiveProgress = new();
/// 各目标是否已判定完成(objectiveId → completed)。
- /// 防止 GetRequiredCount 在版本迭代中变更后,重新计算结果与存档实际状态不一致。DataVersion≥3 写入。
+ /// 防止 GetRequiredCount 在版本迭代中变更后,重新计算结果与存档实际状态不一致。
public Dictionary ObjectiveCompleted = new();
- /// 任务接取时间(Unix 秒时间戳,UTC)。0 = 未记录(旧存档)。DataVersion≥3 写入。
+ /// 任务接取时间(Unix 秒时间戳,UTC)。0 = 未记录,跳过。
public long StartedAtUtc;
- /// 任务完成时间(Unix 秒时间戳,UTC)。0 = 未完成或未记录。DataVersion≥3 写入。
+ /// 任务完成时间(Unix 秒时间戳,UTC)。0 = 未完成或未记录。
public long CompletedAtUtc;
- /// 旧格式(按数组索引,DataVersion=1):仅用于迁移旧版存档,新存档不再写入。已弃用,将在后续版本移除。
- [System.Obsolete("旧格式存档兼容字段,仅供 OnLoad DataVersion=1 迁移使用。新存档改用 ObjectiveProgress(objectiveId 键值对)。")]
- public List ProgressCounts = new();
- public string GiverNpcId;
}
// ─── Achievements ─────────────────────────────────────────────────────────
diff --git a/Assets/_Game/Scripts/Dialogue/NpcSO.cs b/Assets/_Game/Scripts/Dialogue/NpcSO.cs
index 42d7271..3114095 100644
--- a/Assets/_Game/Scripts/Dialogue/NpcSO.cs
+++ b/Assets/_Game/Scripts/Dialogue/NpcSO.cs
@@ -17,7 +17,7 @@ namespace BaseGames.Dialogue
public class NpcSO : ScriptableObject
{
[Header("标识")]
- [Tooltip("NPC 唯一 ID,如 \"NPC_Elder\"。需与 InteractableNPC._npcId、QuestSO.giverNpcId 保持一致。")]
+ [Tooltip("NPC 唯一 ID,如 \"NPC_Elder\"。需与 InteractableNPC._npcId 保持一致。")]
public string npcId;
[Header("显示")]
diff --git a/Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs b/Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs
index 3a007db..0e95ba6 100644
--- a/Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs
+++ b/Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs
@@ -155,17 +155,17 @@ namespace BaseGames.Editor.Modules
// 3. 扫描 QuestSO
foreach (var quest in AssetOperations.FindAll())
{
- // branches[i].conditionFlags → 读取
+ // branches[i].conditionFlagEntries → 读取
if (quest.branches != null)
foreach (var branch in quest.branches)
- if (branch.conditionFlags != null)
- foreach (var fid in branch.conditionFlags)
- if (!string.IsNullOrEmpty(fid))
- GetOrCreate(fid).readLocations.Add(($"任务分支条件 [{quest.name}]", quest));
+ if (branch.conditionFlagEntries != null)
+ foreach (var entry in branch.conditionFlagEntries)
+ if (!string.IsNullOrEmpty(entry.flagId))
+ GetOrCreate(entry.flagId).readLocations.Add(($"任务分支条件 [{quest.name}]", quest));
- // prerequisiteFlags → 读取
- if (quest.prerequisiteFlags != null)
- foreach (var fid in quest.prerequisiteFlags)
+ // prerequisites.flagCondition.flags → 读取
+ if (quest.prerequisites.flagCondition.flags != null)
+ foreach (var fid in quest.prerequisites.flagCondition.flags)
if (!string.IsNullOrEmpty(fid))
GetOrCreate(fid).readLocations.Add(($"任务前置标志 [{quest.name}]", quest));
}
diff --git a/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs b/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs
index 3da3b87..6f51cbc 100644
--- a/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs
+++ b/Assets/_Game/Scripts/Editor/Modules/QuestModule.cs
@@ -42,7 +42,7 @@ namespace BaseGames.Editor.Modules
Folder, Prefix,
s =>
{
- bool hasPre = s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0;
+ bool hasPre = s.prerequisites.questDependencies != null && s.prerequisites.questDependencies.Length > 0;
// 徽章:分类 + 有前置
string catLabel = s.category switch
{
@@ -88,7 +88,7 @@ namespace BaseGames.Editor.Modules
}
_listPane.ExtraFilter = q =>
{
- if (filterPrereq && (q.prerequisiteQuests == null || q.prerequisiteQuests.Length == 0)) return false;
+ if (filterPrereq && (q.prerequisites.questDependencies == null || q.prerequisites.questDependencies.Length == 0)) return false;
if (filterNoObj && (q.objectives != null && q.objectives.Length > 0)) return false;
if (filterCanFail && !q.canFail) return false;
if (filterCategory.HasValue && q.category != filterCategory.Value) return false;
@@ -223,16 +223,16 @@ namespace BaseGames.Editor.Modules
};
SkillModule.AddChip(card, "分类", catDisplay);
- // 发布 NPC:优先显示 giverNpc.npcId,回退旧 giverNpcId
+ // 发布 NPC
string giverId = s.GiverNpcId;
if (!string.IsNullOrEmpty(giverId))
SkillModule.AddChip(card, "发布 NPC", giverId);
- if (s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0)
+ if (s.prerequisites.questDependencies != null && s.prerequisites.questDependencies.Length > 0)
{
// 显示每个前置任务的 questId,方便策划一眼看清依赖链
var preIds = new System.Text.StringBuilder();
- foreach (var pre in s.prerequisiteQuests)
+ foreach (var pre in s.prerequisites.questDependencies)
{
if (pre == null) continue;
if (preIds.Length > 0) preIds.Append(", ");
@@ -384,12 +384,8 @@ namespace BaseGames.Editor.Modules
SkillModule.AddChip(row, "条件", condition);
SkillModule.AddChip(row, "后续任务", next);
- // 优先显示新 SO 引用;回退到旧字段(Obsolete)
- string seqName = branch.npcDialogueSequence != null
- ? branch.npcDialogueSequence.name
-#pragma warning disable CS0618
- : branch.npcDialogueKey;
-#pragma warning restore CS0618
+ // 优先显示 SO 引用名称
+ string seqName = branch.npcDialogueSequence != null ? branch.npcDialogueSequence.name : null;
if (!string.IsNullOrEmpty(seqName))
SkillModule.AddChip(row, "对话序列", seqName);
card.Add(row);
@@ -401,7 +397,7 @@ namespace BaseGames.Editor.Modules
/// 构建当前任务的依赖关系可视图(折叠面板形式):
/// - 上方:前置任务链(此任务需要哪些任务先完成)
/// - 下方:后续任务链(此任务完成后可解锁哪些任务)
- /// 数据来源:allQuests 中所有 QuestSO 的 prerequisiteQuests 引用,无运行时副作用。
+ /// 数据来源:allQuests 中所有 QuestSO 的 prerequisites.questDependencies 引用,无运行时副作用。
/// 节点可点击→选中对应资产(EditorGUIUtility.PingObject)。
///
private static VisualElement BuildDependencyGraph(QuestSO s)
@@ -436,10 +432,10 @@ namespace BaseGames.Editor.Modules
var allQuests = s_allQuestCache;
// ── 前置任务(上游)────────────────────────────────────────────────
- bool hasPrereqs = s.prerequisiteQuests != null && s.prerequisiteQuests.Length > 0;
+ bool hasPrereqs = s.prerequisites.questDependencies != null && s.prerequisites.questDependencies.Length > 0;
AddDepSection(container, "▲ 前置任务(需先完成)",
hasPrereqs
- ? System.Array.ConvertAll(s.prerequisiteQuests, q => (q, "前置"))
+ ? System.Array.ConvertAll(s.prerequisites.questDependencies, q => (q, "前置"))
: null,
hasPrereqs ? null : "(无前置条件,可直接接取)");
@@ -448,8 +444,8 @@ namespace BaseGames.Editor.Modules
foreach (var quest in allQuests)
{
if (quest == null || quest == s) continue;
- if (quest.prerequisiteQuests == null) continue;
- foreach (var pre in quest.prerequisiteQuests)
+ if (quest.prerequisites.questDependencies == null) continue;
+ foreach (var pre in quest.prerequisites.questDependencies)
{
if (pre == s) { downstream.Add((quest, "解锁")); break; }
}
@@ -492,8 +488,8 @@ namespace BaseGames.Editor.Modules
///
private static bool HasPrerequisiteCycle(QuestSO origin, QuestSO current, System.Collections.Generic.HashSet visited)
{
- if (current?.prerequisiteQuests == null) return false;
- foreach (var pre in current.prerequisiteQuests)
+ if (current?.prerequisites.questDependencies == null) return false;
+ foreach (var pre in current.prerequisites.questDependencies)
{
if (pre == null || string.IsNullOrEmpty(pre.questId)) continue;
if (pre == origin) return true; // 回到起点,发现循环
@@ -705,13 +701,13 @@ namespace BaseGames.Editor.Modules
/// 1. questId 为空
/// 2. questId 重复
/// 3. objectives 为空(无目标任务)
- /// 4. prerequisiteQuests 含空引用
+ /// 4. prerequisites.questDependencies 含空引用
/// 5. 前置任务循环依赖(DFS)
- /// 6. canFail=true 但 failCondition 为空
- /// 7. reward.affinityBonus != 0 但 giverNpcId 为空(好感度会丢失)
+ /// 6. canFail=true 但 failConditions 为空
+ /// 7. reward.affinityBonus != 0 但 giverNpc 为空(好感度会丢失)
/// 8. TriggerZone ↔ ReachAreaObjective markerTag 孤儿交叉检测
/// 9. 同任务内 objectiveId 重复(运行时 compositeKey 碰撞)
- /// 10. branches[i].conditionFlags 含空白字符串(策划配置遗漏 flag 名)
+ /// 10. branches[i].conditionFlagEntries 含空 flagId(策划配置遗漏 flag 名)
/// 11. reward.itemIds 含空白字符串或无对应 Collectible 预制件(孤儿奖励 ID)
/// 结果在可交互的 QuestValidationResultWindow 中展示,每项问题附"选中"按钮可一键定位资产。
///
@@ -778,18 +774,18 @@ namespace BaseGames.Editor.Modules
if (q.objectives == null || q.objectives.Length == 0)
addWarn($"{q.questId}: objectives 为空,任务无任何目标。", q);
- if (q.prerequisiteQuests != null)
- foreach (var pre in q.prerequisiteQuests)
- if (pre == null) { addWarn($"{q.questId}: prerequisiteQuests 含空引用,请清理 Inspector 中的空槽。", q); break; }
+ if (q.prerequisites.questDependencies != null)
+ foreach (var pre in q.prerequisites.questDependencies)
+ if (pre == null) { addWarn($"{q.questId}: prerequisites.questDependencies 含空引用,请清理 Inspector 中的空槽。", q); break; }
if (HasCircularPrerequisite(q, idMap, new HashSet(StringComparer.Ordinal)))
addError($"{q.questId}: 前置任务链存在循环依赖,将导致任务永远无法变为 Available!", q);
- if (q.canFail && q.failCondition == null)
- addWarn($"{q.questId}: canFail=true 但 failCondition 为空,失败条件永不触发。", q);
+ if (q.canFail && (q.failConditions == null || q.failConditions.Length == 0))
+ addWarn($"{q.questId}: canFail=true 但 failConditions 为空,失败条件永不触发。", q);
if (q.reward != null && q.reward.affinityBonus != 0 && string.IsNullOrEmpty(q.GiverNpcId))
- addWarn($"{q.questId}: reward.affinityBonus={q.reward.affinityBonus} 但 GiverNpcId 为空,好感度增量将丢失。", q);
+ addWarn($"{q.questId}: reward.affinityBonus={q.reward.affinityBonus} 但 giverNpc 未配置,好感度增量将丢失。", q);
}
}
@@ -839,7 +835,7 @@ namespace BaseGames.Editor.Modules
}
}
- // 检查 10:branches[i].conditionFlags 含空白字符串
+ // 检查 10:branches[i].conditionFlagEntries 含空 flagId
private static void ValidateBranchFlags(
List allQuests,
System.Action addWarn)
@@ -850,10 +846,10 @@ namespace BaseGames.Editor.Modules
for (int bi = 0; bi < q.branches.Length; bi++)
{
var branch = q.branches[bi];
- if (branch.conditionFlags == null || branch.conditionFlags.Length == 0) continue;
- for (int fi = 0; fi < branch.conditionFlags.Length; fi++)
- if (string.IsNullOrWhiteSpace(branch.conditionFlags[fi]))
- addWarn($"任务 '{q.questId}' 分支[{bi}].conditionFlags[{fi}] 为空白字符串,运行时将被跳过,请检查是否遗漏标志名。", q);
+ if (branch.conditionFlagEntries == null || branch.conditionFlagEntries.Length == 0) continue;
+ for (int fi = 0; fi < branch.conditionFlagEntries.Length; fi++)
+ if (string.IsNullOrWhiteSpace(branch.conditionFlagEntries[fi].flagId))
+ addWarn($"任务 '{q.questId}' 分支[{bi}].conditionFlagEntries[{fi}].flagId 为空白字符串,运行时将被跳过,请检查是否遗漏标志名。", q);
}
}
}
@@ -895,8 +891,8 @@ namespace BaseGames.Editor.Modules
HashSet visited)
{
if (!visited.Add(start.questId)) return true;
- if (start.prerequisiteQuests == null) return false;
- foreach (var pre in start.prerequisiteQuests)
+ if (start.prerequisites.questDependencies == null) return false;
+ foreach (var pre in start.prerequisites.questDependencies)
{
if (pre == null || string.IsNullOrEmpty(pre.questId)) continue;
if (!idMap.TryGetValue(pre.questId, out var preQuest)) continue;
diff --git a/Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs b/Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs
index f5ab5d6..ee07ca4 100644
--- a/Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs
+++ b/Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs
@@ -1,118 +1,19 @@
using UnityEditor;
-using UnityEngine;
using BaseGames.Quest;
-using BaseGames.Core;
namespace BaseGames.Editor.Quest
{
///
- /// QuestSO 自定义 Inspector。
- /// 在检测到旧版前置字段(prerequisiteQuests / prerequisiteFlags)有数据时,
- /// 显示迁移提示框和一键迁移按钮,引导策划将数据迁移到 QuestPrerequisite 统一结构。
+ /// QuestSO 自定义 Inspector(默认布局,使用 DrawDefaultInspector)。
///
[CustomEditor(typeof(QuestSO))]
public class QuestSOEditor : UnityEditor.Editor
{
- private bool _showMigrationBox = true;
-
public override void OnInspectorGUI()
{
serializedObject.Update();
-
- var quest = (QuestSO)target;
-
- // ── 旧版字段迁移提示 ──────────────────────────────────────────────
-#pragma warning disable CS0618
- bool hasLegacyQuests = quest.prerequisiteQuests != null && quest.prerequisiteQuests.Length > 0;
- bool hasLegacyFlags = quest.prerequisiteFlags != null && quest.prerequisiteFlags.Length > 0;
-#pragma warning restore CS0618
-
- if (hasLegacyQuests || hasLegacyFlags)
- {
- _showMigrationBox = EditorGUILayout.BeginFoldoutHeaderGroup(_showMigrationBox, "⚠ 旧版前置字段迁移");
- if (_showMigrationBox)
- {
- EditorGUILayout.HelpBox(
- "检测到旧版前置字段有数据:\n" +
- (hasLegacyQuests ? $" • prerequisiteQuests:{quest.prerequisiteQuests.Length} 项\n" : "") +
- (hasLegacyFlags ? $" • prerequisiteFlags:{quest.prerequisiteFlags.Length} 项\n" : "") +
- "\n新版 'prerequisites'(QuestPrerequisite)字段已支持更完整的前置配置。\n" +
- "点击下方按钮可将旧版数据自动迁移至新字段,迁移后旧字段将被清空。\n" +
- "迁移操作可撤销(Ctrl+Z)。",
- MessageType.Warning);
-
- bool hasNewData = quest.prerequisites.HasAny;
- if (hasNewData)
- EditorGUILayout.HelpBox(
- "新版 prerequisites 字段已有数据。点击迁移将与旧版数据合并(去重),不会覆盖现有配置。",
- MessageType.Info);
-
- if (GUILayout.Button("一键迁移旧版前置字段 → prerequisites"))
- {
- MigrateLegacyPrerequisites(quest);
- }
- }
- EditorGUILayout.EndFoldoutHeaderGroup();
- EditorGUILayout.Space(4);
- }
-
- // ── 默认 Inspector ────────────────────────────────────────────────
DrawDefaultInspector();
-
serializedObject.ApplyModifiedProperties();
}
-
- private static void MigrateLegacyPrerequisites(QuestSO quest)
- {
- Undo.RecordObject(quest, "迁移 QuestSO 旧版前置字段");
-
-#pragma warning disable CS0618
- int legacyQuestCount = quest.prerequisiteQuests?.Length ?? 0;
- int legacyFlagCount = quest.prerequisiteFlags?.Length ?? 0;
-
- // 迁移 prerequisiteQuests → prerequisites.questDependencies(合并去重)
- if (quest.prerequisiteQuests != null && quest.prerequisiteQuests.Length > 0)
- {
- var existing = quest.prerequisites.questDependencies ?? System.Array.Empty();
- var merged = new System.Collections.Generic.HashSet(existing);
- foreach (var q in quest.prerequisiteQuests)
- if (q != null) merged.Add(q);
-
- quest.prerequisites.questDependencies = new QuestSO[merged.Count];
- merged.CopyTo(quest.prerequisites.questDependencies);
- quest.prerequisiteQuests = System.Array.Empty();
- }
-
- // 迁移 prerequisiteFlags → prerequisites.flagCondition(合并去重)
- if (quest.prerequisiteFlags != null && quest.prerequisiteFlags.Length > 0)
- {
- var existing = quest.prerequisites.flagCondition.flags ?? System.Array.Empty();
- var merged = new System.Collections.Generic.HashSet(
- existing, System.StringComparer.Ordinal);
- foreach (var f in quest.prerequisiteFlags)
- if (!string.IsNullOrEmpty(f)) merged.Add(f);
-
- quest.prerequisites.flagCondition.flags = new string[merged.Count];
- merged.CopyTo(quest.prerequisites.flagCondition.flags);
- // 迁移逻辑模式(旧字段覆盖新字段,以旧配置为准)
- quest.prerequisites.flagCondition.logic = quest.prerequisiteFlagsLogic;
-
- quest.prerequisiteFlags = System.Array.Empty();
- quest.prerequisiteFlagsLogic = WorldStateFlagLogic.And;
- }
-#pragma warning restore CS0618
-
- EditorUtility.SetDirty(quest);
- AssetDatabase.SaveAssets();
-
- Debug.Log($"[QuestSOEditor] '{quest.name}' 旧版前置字段迁移完成(任务:{legacyQuestCount} 项,标志:{legacyFlagCount} 项)。", quest);
- EditorUtility.DisplayDialog(
- "迁移完成",
- $"任务 \"{quest.name}\" 旧版前置字段已成功迁移:\n\n" +
- $" 前置任务:{legacyQuestCount} 项 → prerequisites.questDependencies\n" +
- $" 前置标志:{legacyFlagCount} 项 → prerequisites.flagCondition.flags\n\n" +
- "旧版字段已清空。操作可通过 Ctrl+Z 撤销。",
- "确定");
- }
}
}
diff --git a/Assets/_Game/Scripts/Quest/NpcAffinityEvent.cs b/Assets/_Game/Scripts/Quest/NpcAffinityEvent.cs
index 48a76fd..399afda 100644
--- a/Assets/_Game/Scripts/Quest/NpcAffinityEvent.cs
+++ b/Assets/_Game/Scripts/Quest/NpcAffinityEvent.cs
@@ -10,7 +10,8 @@ namespace BaseGames.Quest
[System.Serializable]
public struct NpcAffinityEvent
{
- /// 发生好感度变化的 NPC ID(与 QuestSO.giverNpcId 保持一致)。
+ ///
+ /// NPC 好感度变化的 NPC ID(与 QuestSO.giverNpc.npcId 保持一致)。
public string npcId;
/// 好感度变化量(正值=增加,负值=减少)。
public int delta;
diff --git a/Assets/_Game/Scripts/Quest/QuestManager.cs b/Assets/_Game/Scripts/Quest/QuestManager.cs
index a971657..0eaf105 100644
--- a/Assets/_Game/Scripts/Quest/QuestManager.cs
+++ b/Assets/_Game/Scripts/Quest/QuestManager.cs
@@ -438,59 +438,34 @@ namespace BaseGames.Quest
if (!conditionMet) continue;
// 世界状态标志条件(And/Or 由 conditionFlagsLogic 决定)
- // 优先用新版 conditionFlagEntries(支持 invert/NOT 取反),若为空则回退到旧版 conditionFlags
// saveService 未注入时降级:跳过标志检查,仅由 conditionQuest 决定分支
- bool hasFlagEntries = branch.conditionFlagEntries != null && branch.conditionFlagEntries.Length > 0;
- bool hasLegacyFlags = branch.conditionFlags != null && branch.conditionFlags.Length > 0;
- bool hasFlagConds = hasFlagEntries || hasLegacyFlags;
+ bool hasFlagEntries = branch.conditionFlagEntries != null && branch.conditionFlagEntries.Length > 0;
- if (hasFlagConds && saveService != null)
+ if (hasFlagEntries && saveService != null)
{
if (branch.conditionFlagsLogic == BaseGames.Core.WorldStateFlagLogic.Or)
{
conditionMet = false;
- if (hasFlagEntries)
+ foreach (var entry in branch.conditionFlagEntries)
{
- foreach (var entry in branch.conditionFlagEntries)
- {
- if (string.IsNullOrEmpty(entry.flagId)) continue;
- bool raw = saveService.GetFlag(entry.flagId);
- if (entry.invert ? !raw : raw) { conditionMet = true; break; }
- }
- }
- else
- {
- foreach (var flag in branch.conditionFlags)
- {
- if (!string.IsNullOrEmpty(flag) && saveService.GetFlag(flag))
- { conditionMet = true; break; }
- }
+ if (string.IsNullOrEmpty(entry.flagId)) continue;
+ bool raw = saveService.GetFlag(entry.flagId);
+ if (entry.invert ? !raw : raw) { conditionMet = true; break; }
}
}
else
{
// AND(默认):全部标志均须满足(支持 invert 取反)
- if (hasFlagEntries)
+ foreach (var entry in branch.conditionFlagEntries)
{
- foreach (var entry in branch.conditionFlagEntries)
- {
- if (string.IsNullOrEmpty(entry.flagId)) continue;
- bool raw = saveService.GetFlag(entry.flagId);
- if (entry.invert ? raw : !raw) { conditionMet = false; break; }
- }
- }
- else
- {
- foreach (var flag in branch.conditionFlags)
- {
- if (string.IsNullOrEmpty(flag)) continue;
- if (!saveService.GetFlag(flag)) { conditionMet = false; break; }
- }
+ if (string.IsNullOrEmpty(entry.flagId)) continue;
+ bool raw = saveService.GetFlag(entry.flagId);
+ if (entry.invert ? raw : !raw) { conditionMet = false; break; }
}
}
}
#if UNITY_EDITOR || DEVELOPMENT_BUILD
- else if (hasFlagConds && saveService == null)
+ else if (hasFlagEntries && saveService == null)
{
Debug.LogWarning(
$"[QuestManager] 任务 '{questId}' 分支配置了标志条件,但 ISaveService 未注册," +
@@ -700,14 +675,8 @@ namespace BaseGames.Quest
var quest = GetQuestSO(id);
if (quest?.objectives == null) continue;
- bool hasNewFormat = saved.ObjectiveProgress != null && saved.ObjectiveProgress.Count > 0;
- // DataVersion >= 2:新格式(objectiveId 键值对);DataVersion <= 1 或遗留存档:旧格式(按索引)
- // Count > 0 作为无 DataVersion 字段时的兼容兜底
- bool useNewFormat = saved.DataVersion >= 2 || hasNewFormat;
-
- if (useNewFormat && saved.ObjectiveProgress != null)
+ if (saved.ObjectiveProgress != null)
{
- // 新格式:objectiveId → count,重排顺序后仍可正确恢复
foreach (var obj in quest.objectives)
{
if (obj == null) continue;
@@ -716,29 +685,12 @@ namespace BaseGames.Quest
if (!_objectiveStates.TryGetValue(compositeKey, out var os))
os = _objectiveStates[compositeKey] = new QuestObjectiveState();
os.progressCount = count;
- // DataVersion >= 3:从存档恢复 completed 标志(防止 GetRequiredCount 变更后判定漂移)
if (saved.ObjectiveCompleted != null &&
saved.ObjectiveCompleted.TryGetValue(obj.objectiveId, out bool done))
os.completed = done;
}
}
- else if (saved.ProgressCounts != null
-#pragma warning disable CS0618 // ProgressCounts 弃用字段:仅在此处读取用于旧存档迁移,不再写入
- && saved.ProgressCounts.Count > 0)
- {
- // 旧格式兼容(按数组索引):迁移旧存档用,不再写入新存档
- for (int i = 0; i < quest.objectives.Length && i < saved.ProgressCounts.Count; i++)
- {
- var obj = quest.objectives[i];
- if (obj == null) continue;
- string compositeKey = GetCompositeKey(id, obj.objectiveId);
- if (!_objectiveStates.TryGetValue(compositeKey, out var os))
- os = _objectiveStates[compositeKey] = new QuestObjectiveState();
- os.progressCount = saved.ProgressCounts[i];
- }
- }
-#pragma warning restore CS0618
- // DataVersion >= 3:恢复任务开始 / 完成时间戳(0 = 旧存档未记录,跳过)
+
if (saved.StartedAtUtc != 0) _startedAtUtc[id] = saved.StartedAtUtc;
if (saved.CompletedAtUtc != 0) _completedAtUtc[id] = saved.CompletedAtUtc;
}
@@ -775,7 +727,7 @@ namespace BaseGames.Quest
///
/// 初始化(或修正)所有任务的 Available/Unavailable 状态。
/// 在 Awake(冷启动)和 OnLoad(存档恢复)后调用。
- /// OnLoad 后 ISaveService 已就绪,会重新评估 prerequisiteFlags,
+ /// OnLoad 后 ISaveService 已就绪,会重新评估 prerequisites.flagCondition.flags,
/// 修正 Awake 期间因服务未就绪而被跳过的标志检查。
/// Active/Completed/Failed 状态来自存档,不重置。
///
@@ -794,7 +746,7 @@ namespace BaseGames.Quest
// _affinityInitialized 为 true 说明是 OnLoad 后调用,Awake 期间不打此日志
bool isNewToSave = !_questStates.ContainsKey(q.questId) && _affinityInitialized;
#endif
- // Available/Unavailable 均重新评估,确保 prerequisiteFlags 变更后状态正确
+ // Available/Unavailable 均重新评估,确保 prerequisites.flagCondition.flags 变更后状态正确
_questStates[q.questId] = MeetsPrerequisites(q) ? QuestStateEnum.Available : QuestStateEnum.Unavailable;
#if UNITY_EDITOR || DEVELOPMENT_BUILD
if (isNewToSave)
@@ -824,64 +776,28 @@ namespace BaseGames.Quest
{
if (quest == null) return new QuestLockInfo { Reason = QuestLockReason.NotFound };
- if (quest.prerequisites.HasAny)
- {
- if (quest.prerequisites.questDependencies != null)
- foreach (var dep in quest.prerequisites.questDependencies)
- {
- if (dep == null) continue;
- if (string.IsNullOrEmpty(dep.questId))
- {
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
- Debug.LogWarning($"[QuestManager] 任务 '{quest.questId}' 的 prerequisites.questDependencies 含 questId 为空的条目,已跳过。");
-#endif
- continue;
- }
- if (GetState(dep.questId) != QuestStateEnum.Completed)
- return new QuestLockInfo { Reason = QuestLockReason.RequiresQuest, Param = dep.questId };
- }
-
- var fc = quest.prerequisites.flagCondition;
- if (fc.flags != null && fc.flags.Length > 0)
+ if (quest.prerequisites.questDependencies != null)
+ foreach (var dep in quest.prerequisites.questDependencies)
{
- var svc = BaseGames.Core.ServiceLocator.GetOrDefault();
- // ISaveService 未就绪(Awake 阶段)→ 保守跳过;OnLoad 后重新评估
- if (svc != null && !EvaluateFlagPrerequisites(fc.flags, fc.logic, svc))
- return new QuestLockInfo { Reason = QuestLockReason.FlagConditionNotMet };
- }
- }
- else
- {
- // 旧版字段回退(兼容现有资产)
-#pragma warning disable CS0618
- if (quest.prerequisiteQuests != null)
- foreach (var pre in quest.prerequisiteQuests)
+ if (dep == null) continue;
+ if (string.IsNullOrEmpty(dep.questId))
{
- if (pre == null) continue;
- if (string.IsNullOrEmpty(pre.questId))
- {
#if UNITY_EDITOR || DEVELOPMENT_BUILD
- Debug.LogWarning($"[QuestManager] 任务 '{quest.questId}' 的 prerequisiteQuests 含 questId 为空的条目,已跳过该前置条件。");
+ Debug.LogWarning($"[QuestManager] 任务 '{quest.questId}' 的 prerequisites.questDependencies 含 questId 为空的条目,已跳过。");
#endif
- continue;
- }
- if (GetState(pre.questId) != QuestStateEnum.Completed)
- return new QuestLockInfo { Reason = QuestLockReason.RequiresQuest, Param = pre.questId };
+ continue;
}
+ if (GetState(dep.questId) != QuestStateEnum.Completed)
+ return new QuestLockInfo { Reason = QuestLockReason.RequiresQuest, Param = dep.questId };
+ }
- if (quest.prerequisiteFlags != null && quest.prerequisiteFlags.Length > 0)
- {
- var svc = BaseGames.Core.ServiceLocator.GetOrDefault();
- if (svc != null)
- {
- if (!EvaluateFlagPrerequisites(quest.prerequisiteFlags, quest.prerequisiteFlagsLogic, svc))
- return new QuestLockInfo { Reason = QuestLockReason.FlagConditionNotMet };
- }
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
- else Debug.LogWarning($"[QuestManager] 任务 '{quest.questId}' 的 prerequisiteFlags 需要 ISaveService,但服务未注册,标志检查已跳过。");
-#endif
- }
-#pragma warning restore CS0618
+ var fc = quest.prerequisites.flagCondition;
+ if (fc.flags != null && fc.flags.Length > 0)
+ {
+ var svc = BaseGames.Core.ServiceLocator.GetOrDefault();
+ // ISaveService 未就绪(Awake 阶段)→ 保守跳过;OnLoad 后重新评估
+ if (svc != null && !EvaluateFlagPrerequisites(fc.flags, fc.logic, svc))
+ return new QuestLockInfo { Reason = QuestLockReason.FlagConditionNotMet };
}
return new QuestLockInfo { Reason = QuestLockReason.None };
@@ -1065,22 +981,14 @@ namespace BaseGames.Quest
// 设计意图:暂停期间目标冻结,失败条件也不判定,恢复后再继续检查。
if (quest.canFail)
{
- // P3-A:多失败条件支持——failConditions 数组中任意一个达成即失败
bool triggered = false;
- if (quest.failConditions != null && quest.failConditions.Length > 0)
+ if (quest.failConditions != null)
{
foreach (var fc in quest.failConditions)
{
if (fc != null && CheckObjective(qid, fc)) { triggered = true; break; }
}
}
- else
- {
- // 向后兼容旧版单一 failCondition 字段(Obsolete,将在后续版本移除)
-#pragma warning disable CS0618
- triggered = quest.failCondition != null && CheckObjective(qid, quest.failCondition);
-#pragma warning restore CS0618
- }
if (triggered)
{
toFail ??= new List();
@@ -1181,7 +1089,7 @@ namespace BaseGames.Quest
#if UNITY_EDITOR || DEVELOPMENT_BUILD
///
- /// 通过 DFS 后序遍历检测 prerequisiteQuests 中是否存在循环引用。
+ /// 通过 DFS 后序遍历检测 prerequisites.questDependencies 中是否存在循环引用。
/// 在编辑器 OnValidate 及开发构建 Awake 时调用,发现问题立即打 LogError。
///
[UnityEngine.ContextMenu("校验前置任务循环引用")]
@@ -1219,10 +1127,10 @@ namespace BaseGames.Quest
color[startId] = 1;
path.Add(startId);
- var prereqs = index[startId].prerequisiteQuests;
- if (prereqs != null)
+ var prereqDeps = index[startId].prerequisites.questDependencies;
+ if (prereqDeps != null)
{
- foreach (var pre in prereqs)
+ foreach (var pre in prereqDeps)
{
if (pre == null || string.IsNullOrEmpty(pre.questId)) continue;
if (HasCycle(pre.questId, path)) return true;
diff --git a/Assets/_Game/Scripts/Quest/QuestSO.cs b/Assets/_Game/Scripts/Quest/QuestSO.cs
index c30aa71..6914d9c 100644
--- a/Assets/_Game/Scripts/Quest/QuestSO.cs
+++ b/Assets/_Game/Scripts/Quest/QuestSO.cs
@@ -16,21 +16,13 @@ namespace BaseGames.Quest
[Tooltip("任务唯一 ID,如 \"Quest_FindMushroom\"。运行时由 QuestManager 以此为键索引,必须全局唯一。")]
public string questId;
- [Tooltip("发布/完成该任务的 NPC(直接引用 NpcSO 资产,推荐)。\n" +
+ [Tooltip("发布/完成该任务的 NPC(直接引用 NpcSO 资产)。\n" +
"用于完成任务后向该 NPC 应用 affinityBonus,及 CanAccept 好感度门槛检查。\n" +
- "留空时跳过好感度相关逻辑;与旧字段 giverNpcId 同时有值时以此 SO 为准。")]
+ "留空时跳过好感度相关逻辑。")]
public NpcSO giverNpc;
- [System.Obsolete("已废弃,请改用 giverNpc(NpcSO 直接引用)。保留以兼容现有资产序列化。")]
- [HideInInspector]
- public string giverNpcId;
-
- /// 运行时使用的 NPC ID:giverNpc 优先,回退到旧字段 giverNpcId。
- public string GiverNpcId => (giverNpc != null && !string.IsNullOrEmpty(giverNpc.npcId))
- ? giverNpc.npcId
-#pragma warning disable CS0618
- : giverNpcId;
-#pragma warning restore CS0618
+ /// 运行时使用的 NPC ID(来自 giverNpc.npcId)。
+ public string GiverNpcId => giverNpc != null ? giverNpc.npcId : string.Empty;
[Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Name\"。通过 LocalizationManager.Get(displayNameKey, \"Quest\") 显示。")]
public string displayNameKey;
@@ -52,28 +44,9 @@ namespace BaseGames.Quest
public QuestObjectiveSO[] objectives;
[Header("前置条件")]
- [Tooltip("任务前置条件(统一配置版)。将前置任务依赖和世界标志依赖合并为单一结构,便于 Inspector 管理。\n" +
- "如旧版字段(prerequisiteQuests / prerequisiteFlags)已有数据,运行时将自动回退使用旧版字段,无需手动迁移。")]
+ [Tooltip("任务前置条件(前置任务依赖 + 世界标志依赖)。留空表示无前置限制。")]
public QuestPrerequisite prerequisites = new QuestPrerequisite();
- // ── 旧版前置字段(向后兼容,新配置请改用 prerequisites)────────────────
- [HideInInspector]
- [Tooltip("【已归入 prerequisites.questDependencies,此字段仅用于旧资产兼容】\n" +
- "所有前置任务必须处于 Completed 状态,本任务才能被接取。\n" +
- "⚠ 此字段计划在 v2.0 移除,请尽快通过 QuestSOEditor 迁移至 prerequisites。")]
- public QuestSO[] prerequisiteQuests;
-
- [HideInInspector]
- [Tooltip("【已归入 prerequisites.flagCondition.logic,此字段仅用于旧资产兼容】\n" +
- "⚠ 此字段计划在 v2.0 移除,请尽快通过 QuestSOEditor 迁移至 prerequisites。")]
- public BaseGames.Core.WorldStateFlagLogic prerequisiteFlagsLogic = BaseGames.Core.WorldStateFlagLogic.And;
-
- [HideInInspector]
- [Tooltip("【已归入 prerequisites.flagCondition.flags,此字段仅用于旧资产兼容】\n" +
- "⚠ 此字段计划在 v2.0 移除,请尽快通过 QuestSOEditor 迁移至 prerequisites。")]
- [BaseGames.Core.WorldStateFlag]
- public string[] prerequisiteFlags;
-
[Tooltip("接取本任务所需的 NPC 好感度下限(0 = 无限制)。由好感度系统提供实际数值。")]
public int minAffinityToAccept;
@@ -88,10 +61,6 @@ namespace BaseGames.Quest
[Tooltip("失败判定目标列表(任意一个达成即失败)。canFail=true 时有效。\n" +
"支持多个失败条件(如「BOSS 在限时内未被击败」OR「关键 NPC 死亡」)。")]
public QuestObjectiveSO[] failConditions;
- [System.Obsolete("已废弃,请改用 failConditions(数组,支持多个失败条件)。保留以兼容现有资产序列化。")]
- [HideInInspector]
- [Tooltip("(旧版单一失败条件,已被 failConditions 数组取代。保留以兼容现有资产。)")]
- public QuestObjectiveSO failCondition;
[Header("接取/完成对话")]
[Tooltip("玩家接取任务时自动触发的 NPC 对话序列(如 NPC 委托台词)。\n" +
@@ -182,10 +151,7 @@ namespace BaseGames.Quest
var visited = new System.Collections.Generic.HashSet(System.StringComparer.Ordinal);
visited.Add(questId);
-#pragma warning disable CS0618
- QuestSO[] deps = prerequisites.HasAny ? prerequisites.questDependencies : prerequisiteQuests;
-#pragma warning restore CS0618
-
+ QuestSO[] deps = prerequisites.questDependencies;
if (deps == null) return;
foreach (var dep in deps)
@@ -196,7 +162,7 @@ namespace BaseGames.Quest
Debug.LogError(
$"[QuestSO] '{name}'(questId='{questId}')的前置任务链存在循环依赖!" +
$"前置任务 '{dep.name}' 最终指回自身或已访问任务," +
- "运行时将导致任务无法被接取。请检查 prerequisites/prerequisiteQuests 配置。", this);
+ "运行时将导致任务无法被接取。请检查 prerequisites 配置。", this);
return;
}
}
@@ -218,9 +184,7 @@ namespace BaseGames.Quest
if (string.IsNullOrEmpty(quest.questId)) return false;
if (!visited.Add(quest.questId)) return true; // 已在当前路径上 = 环路
-#pragma warning disable CS0618
- QuestSO[] deps = quest.prerequisites.HasAny ? quest.prerequisites.questDependencies : quest.prerequisiteQuests;
-#pragma warning restore CS0618
+ QuestSO[] deps = quest.prerequisites.questDependencies;
if (deps != null)
{
@@ -288,23 +252,7 @@ namespace BaseGames.Quest
private void ValidateBranchDialogueKeys()
{
- if (branches == null || branches.Length == 0) return;
-
- foreach (var branch in branches)
- {
- if (branch == null) continue;
-
- // npcDialogueSequence 是 SO 直接引用,无需字符串校验。
- // 旧字段 npcDialogueKey(Obsolete)有值时提示迁移。
-#pragma warning disable CS0618
- if (!string.IsNullOrEmpty(branch.npcDialogueKey) && branch.npcDialogueSequence == null)
- {
- Debug.LogWarning(
- $"[QuestSO] '{name}' 分支仍使用旧字段 npcDialogueKey='{branch.npcDialogueKey}'," +
- "请迁移至 npcDialogueSequence(直接拖入 DialogueSequenceSO)。", this);
- }
-#pragma warning restore CS0618
- }
+ // npcDialogueSequence 是 SO 直接引用;旧字符串字段已移除。
}
#endif
}
@@ -318,20 +266,12 @@ namespace BaseGames.Quest
" And(默认)= 全部 conditionFlagEntries 均满足才走本分支\n" +
" Or = 任意一个 conditionFlagEntry 满足即可走本分支")]
public BaseGames.Core.WorldStateFlagLogic conditionFlagsLogic = BaseGames.Core.WorldStateFlagLogic.And;
- [Tooltip("世界状态标志条件(支持 invert 取反)。按 conditionFlagsLogic 逻辑与 conditionQuest 共同决定分支是否激活。\n" +
- "优先使用此字段;若为空则自动回退到旧版 conditionFlags 以保证兼容性。")]
+ [Tooltip("世界状态标志条件(支持 invert 取反)。按 conditionFlagsLogic 逻辑与 conditionQuest 共同决定分支是否激活。")]
public BranchFlagEntry[] conditionFlagEntries;
- [Tooltip("(旧版兼容字段,已被 conditionFlagEntries 取代。如 conditionFlagEntries 不为空则本字段被忽略。)")]
- [HideInInspector]
- public string[] conditionFlags;
[Tooltip("本分支解锁的后续任务。满足所有条件后,此任务将被设为 Available。")]
public QuestSO nextQuest;
[Tooltip("完成本任务后触发的 NPC 对话序列(直接引用 DialogueSequenceSO 资产,无需手写 ID)。")]
public DialogueSequenceSO npcDialogueSequence;
-
- [System.Obsolete("已废弃,请改用 npcDialogueSequence(直接 SO 引用)。保留字段以兼容现有资产序列化。")]
- [HideInInspector]
- public string npcDialogueKey;
}
///
@@ -365,10 +305,7 @@ namespace BaseGames.Quest
// =========================================================================
///
- /// 任务前置条件统一配置结构。
- /// 将旧版三个独立字段(prerequisiteQuests / prerequisiteFlags / prerequisiteFlagsLogic)
- /// 合并为单一可序列化类,便于 Inspector 统一管理与代码维护。
- /// 运行时通过 判断是否启用新格式;若未配置则自动回退到旧版字段。
+ /// 任务前置条件统一配置结构,将前置任务依赖和世界状态标志依赖合并为单一可序列化类。
///
[Serializable]
public class QuestPrerequisite
@@ -379,7 +316,7 @@ namespace BaseGames.Quest
[Tooltip("世界状态标志前置条件(支持 And / Or 逻辑)。")]
public FlagCondition flagCondition;
- /// 此前置结构是否配置了任何条件(用于判断是否启用新格式,回退到旧字段)。
+ /// 此前置结构是否配置了任何条件。
public bool HasAny =>
(questDependencies != null && questDependencies.Length > 0) ||
(flagCondition.flags != null && flagCondition.flags.Length > 0);
diff --git a/Assets/_Game/Scripts/Quest/RewardSO.cs b/Assets/_Game/Scripts/Quest/RewardSO.cs
index f4e6846..078e79c 100644
--- a/Assets/_Game/Scripts/Quest/RewardSO.cs
+++ b/Assets/_Game/Scripts/Quest/RewardSO.cs
@@ -25,7 +25,7 @@ namespace BaseGames.Quest
public string[] itemIds;
[Header("NPC 关系")]
- [Tooltip("完成任务后对 giverNpcId(QuestSO 中配置)的好感度增量。\n" +
+ [Tooltip("完成任务后对发布 NPC(QuestSO.giverNpc)的好感度增量。\n" +
"正值=好感增加,负值=好感降低。0 = 不影响好感度。\n" +
"增量以强类型 NpcAffinityEvent(npcId + delta + newTotal)广播至 EVT_NpcAffinityChanged,\n" +
"并持久化到 SaveData.World.NpcRelations。接收方无需字符串解析。")]