多轮审查和修复
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67
Assets/Scripts/Dialogue/NarrativeNPC.cs
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67
Assets/Scripts/Dialogue/NarrativeNPC.cs
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using System;
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using BaseGames.World;
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using UnityEngine;
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namespace BaseGames.Dialogue
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{
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/// <summary>
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/// 条件对话 NPC(架构 14_NarrativeModule §7)。
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/// 扩展 InteractableNPC,根据 WorldStateRegistry 标志动态选择对话版本。
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/// 版本列表从高到低优先级排列;第一个满足条件的版本生效。
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/// </summary>
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public class NarrativeNPC : InteractableNPC
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{
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[Header("台词版本集(从高到低优先级排列)")]
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[SerializeField] private DialogueVersion[] _dialogueVersions;
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[SerializeField] private DialogueSequenceSO _fallbackDialogue; // 无条件满足时的兜底台词
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[SerializeField] private WorldStateRegistry _worldState; // SO 注入
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protected override DialogueSequenceSO GetCurrentDialogue()
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{
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if (_dialogueVersions == null) return _fallbackDialogue;
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foreach (var version in _dialogueVersions)
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{
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if (version != null && version.CheckConditions(_worldState))
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return version.dialogue;
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}
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return _fallbackDialogue;
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}
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}
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// ─────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// 一个对话版本及其激活条件(架构 14_NarrativeModule §7)。
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/// </summary>
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[Serializable]
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public class DialogueVersion
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{
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[Tooltip("编辑器显示名,如'森林 Boss 击败后'")]
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public string versionLabel;
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public DialogueSequenceSO dialogue;
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[Tooltip("全部满足才激活此版本(AND 关系)")]
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public string[] requiredFlags;
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[Tooltip("有任意一个 = 此版本不激活(NOT 关系)")]
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public string[] blockedByFlags;
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/// <summary>检查此版本的激活条件(AND requiredFlags / NOT blockedByFlags)。</summary>
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public bool CheckConditions(WorldStateRegistry registry)
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{
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if (registry == null) return false;
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if (requiredFlags != null)
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foreach (var f in requiredFlags)
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if (!registry.HasFlag(f)) return false;
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if (blockedByFlags != null)
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foreach (var f in blockedByFlags)
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if (registry.HasFlag(f)) return false;
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return true;
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}
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}
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}
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