refactor: Round 53 remove all legacy backward-compatibility code

- QuestSO: remove giverNpcId, prerequisiteQuests/Flags/FlagsLogic, failCondition,
  conditionFlags, npcDialogueKey fields; simplify GiverNpcId property to giverNpc?.npcId;
  clean ValidatePrerequisiteCycles/HasPrerequisiteCycle to use prerequisites.questDependencies;
  remove ValidateBranchDialogueKeys migration warning block; clean QuestPrerequisite doc
- QuestManager: remove OnLoad DataVersion 1/2 migration paths (ProgressCounts, hasNewFormat/
  useNewFormat); remove CheckQuestDepsAndFlags old-field fallback (prerequisiteQuests/Flags);
  remove UnlockBranches conditionFlags fallback; remove DispatchEvent failCondition fallback;
  fix ValidatePrerequisites DFS to scan prerequisites.questDependencies
- SaveData: remove ProgressCounts (Obsolete), ObjectiveIndex (unused), GiverNpcId (never
  written) fields from QuestState; simplify DataVersion doc comment
- QuestSOEditor: replace migration-only editor with minimal DrawDefaultInspector
- QuestModule: update all prerequisiteQuests/conditionFlags/npcDialogueKey/failCondition
  references to canonical new fields; update ValidateBranchFlags check 10
- FlagAuditModule: replace conditionFlags/prerequisiteFlags scans with conditionFlagEntries/
  prerequisites.flagCondition.flags
- NpcSO: remove QuestSO.giverNpcId reference from npcId tooltip
- NpcAffinityEvent/RewardSO: update doc comments to reference giverNpc instead of giverNpcId

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-05-25 01:00:32 +08:00
parent 0b28cabba4
commit da2948dff8
9 changed files with 97 additions and 365 deletions

View File

@@ -155,17 +155,17 @@ namespace BaseGames.Editor.Modules
// 3. 扫描 QuestSO
foreach (var quest in AssetOperations.FindAll<QuestSO>())
{
// 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));
}

View File

@@ -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 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
/// </summary>
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
/// </summary>
private static bool HasPrerequisiteCycle(QuestSO origin, QuestSO current, System.Collections.Generic.HashSet<string> 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。
/// </summary>
@@ -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($"{q.questId}: prerequisites.questDependencies 含空引用,请清理 Inspector 中的空槽。", q); break; }
if (HasCircularPrerequisite(q, idMap, new HashSet<string>(StringComparer.Ordinal)))
addError($"{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 10branches[i].conditionFlags 含空白字符串
// 检查 10branches[i].conditionFlagEntries 含空 flagId
private static void ValidateBranchFlags(
List<QuestSO> allQuests,
System.Action<string, UnityEngine.Object> 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<string> 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;

View File

@@ -1,118 +1,19 @@
using UnityEditor;
using UnityEngine;
using BaseGames.Quest;
using BaseGames.Core;
namespace BaseGames.Editor.Quest
{
/// <summary>
/// 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
/// </summary>
[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<QuestSO>();
var merged = new System.Collections.Generic.HashSet<QuestSO>(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<QuestSO>();
}
// 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<string>();
var merged = new System.Collections.Generic.HashSet<string>(
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<string>();
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");
}
}
}