多轮审查和修复

This commit is contained in:
2026-05-12 15:34:08 +08:00
parent f55d2a57c3
commit ebbbb7332e
805 changed files with 838724 additions and 1905 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using BaseGames.Core;
using BaseGames.Core.Events;
using UnityEngine;
namespace BaseGames.EventChain
{
/// <summary>
/// 世界事件链管理器(架构 14_NarrativeModule §10
/// 订阅游戏各系统的 SO 事件频道,转发为中继 C# 事件供 ChainCondition.Register() 绑定。
/// 每当收到新事件时,检查所有链的触发条件。
/// </summary>
public class EventChainManager : MonoBehaviour
{
[Header("所有事件链")]
[SerializeField] private EventChainSO[] _chains;
[Header("事件频道(中继)")]
[SerializeField] private StringEventChannelSO _onBossDefeated; // EVT_EnemyDiedbossId
[SerializeField] private StringEventChannelSO _onCollectiblePickedUp; // EVT_CollectiblePickup
[SerializeField] private StringEventChannelSO _onAbilityUnlocked; // EVT_AbilityUnlocked
[SerializeField] private StringEventChannelSO _onRoomEntered; // EVT_SceneLoaded
[SerializeField] private StringEventChannelSO _onDialogueCompleted; // EVT_NpcDialogueCompleted
// ── 中继 C# 事件,供 ChainCondition.Register() 订阅 ──────────────
public event Action<string> OnBossDefeated;
public event Action<string> OnCollectiblePickedUp;
public event Action<string> OnAbilityUnlocked;
public event Action<string> OnRoomEntered;
public event Action<string> OnDialogueCompleted;
/// <summary>链执行完成时广播 chainId供 ChainCompletedCondition。</summary>
public event Action<string> OnChainCompleted;
#if UNITY_EDITOR
/// <summary>
/// Editor 专用静态事件:链执行完成时向编辑器窗口推送日志。
/// 仅在编辑器构建中存在,不产生运行时开销。
/// EventChainEditorWindow 在 OnEnable 中订阅此事件。
/// </summary>
public static event Action<string, string> OnChainExecutedInEditor;
#endif
private readonly HashSet<string> _completedChains = new();
/// <summary>当帧内有任意事件触发时置 trueUpdate 中合并为单次评估,避免同帧多事件重复遍历。</summary>
private bool _evaluatePending;
private readonly CompositeDisposable _subs = new();
// ── 生命周期 ──────────────────────────────────────────────────────
private void Awake()
{
// 从存档恢复已完成链
var sm = ServiceLocator.GetOrDefault<ISaveService>();
if (sm != null)
foreach (var id in sm.GetCompletedChains())
_completedChains.Add(id);
}
private void OnEnable()
{
_onBossDefeated?.Subscribe(id => { OnBossDefeated?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
_onCollectiblePickedUp?.Subscribe(id => { OnCollectiblePickedUp?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
_onAbilityUnlocked?.Subscribe(id => { OnAbilityUnlocked?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
_onRoomEntered?.Subscribe(id => { OnRoomEntered?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
_onDialogueCompleted?.Subscribe(id => { OnDialogueCompleted?.Invoke(id); EvaluateAll(); }).AddTo(_subs);
// 向每个 Condition 注册中继事件
// 先重置 SO 资产上的运行时状态,防止跨 PlayMode 会话或多场景加载时状态残留
if (_chains == null) return;
foreach (var chain in _chains)
if (chain?.conditions != null)
foreach (var cond in chain.conditions)
{
cond?.ResetState();
cond?.Register(this);
}
}
private void OnDisable()
{
_subs.Clear();
if (_chains == null) return;
foreach (var chain in _chains)
if (chain?.conditions != null)
foreach (var cond in chain.conditions)
cond?.Unregister(this);
}
// ── 评估逻辑 ──────────────────────────────────────────────────────
private void EvaluateAll() => _evaluatePending = true;
private void Update()
{
if (!_evaluatePending) return;
_evaluatePending = false;
DoEvaluateAll();
}
private void DoEvaluateAll()
{
if (_chains == null) return;
foreach (var chain in _chains)
{
if (chain == null) continue;
if (!chain.repeatable && _completedChains.Contains(chain.chainId)) continue;
bool allMet = true;
if (chain.conditions != null)
foreach (var cond in chain.conditions)
if (cond != null && !cond.IsMet()) { allMet = false; break; }
if (allMet) StartCoroutine(ExecuteChain(chain));
}
}
private IEnumerator ExecuteChain(EventChainSO chain)
{
// 防重入:一次性链立即标记为已完成
if (!chain.repeatable) _completedChains.Add(chain.chainId);
if (chain.actions != null)
foreach (var action in chain.actions)
{
if (action == null) continue;
yield return action.ExecuteAsync(this);
if (chain.actionDelay > 0f)
yield return new WaitForSeconds(chain.actionDelay);
}
ServiceLocator.GetOrDefault<ISaveService>()?.SetChainCompleted(chain.chainId);
OnChainCompleted?.Invoke(chain.chainId);
#if UNITY_EDITOR
OnChainExecutedInEditor?.Invoke(chain.chainId, "执行完成");
#endif
}
}
}

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using System;
using System.Collections;
using BaseGames.Core;
using BaseGames.Core.Events;
using UnityEngine;
namespace BaseGames.EventChain
{
// =====================================================================
// EventChainSO —— 世界事件链数据(架构 14_NarrativeModule §9
// =====================================================================
/// <summary>
/// 世界事件链:描述"当全部 conditions 满足时,依序执行 actions"。
/// 策划纯数据配置,无需程序员介入。
/// 资产路径Assets/ScriptableObjects/EventChains/Chain_{Context}.asset
/// </summary>
[CreateAssetMenu(menuName = "EventChain/EventChain")]
public class EventChainSO : ScriptableObject
{
[Header("基础")]
public string chainId; // 全局唯一,如 "Chain_BossForest_Defeated"
public bool repeatable; // false = 只触发一次(触发后存档记录)
[Min(0f)]
public float actionDelay = 0f; // 各 action 之间的延迟0 = 紧接着执行
[Header("触发条件(全部满足才触发)")]
public ChainCondition[] conditions;
[Header("执行动作(顺序执行)")]
public ChainAction[] actions;
}
// =====================================================================
// ChainCondition 抽象基类 + 内置实现
// =====================================================================
/// <summary>
/// 事件链触发条件抽象基类Strategy + Observer 混合)。
/// Register/Unregister 向 EventChainManager 的中继 C# 事件挂钩,
/// IsMet() 被 EvaluateAll() 调用以检验是否满足触发条件。
/// </summary>
public abstract class ChainCondition : ScriptableObject
{
public abstract void Register(EventChainManager manager);
public abstract void Unregister(EventChainManager manager);
public abstract bool IsMet();
/// <summary>
/// 重置运行时瞬态状态(每次 EventChainManager.OnEnable 时调用)。
/// ScriptableObject 是资产_met 等字段会跨 PlayMode 会话残留;
/// 显式重置确保每次进入游戏/切换场景时条件均从初始状态开始评估。
/// </summary>
public virtual void ResetState() { }
}
// ─── 内置条件 ──────────────────────────────────────────────────────────
[CreateAssetMenu(menuName = "EventChain/Condition/BossDefeated")]
public class BossDefeatedCondition : ChainCondition
{
public string bossId;
private bool _met;
public override void Register(EventChainManager m) => m.OnBossDefeated += Check;
public override void Unregister(EventChainManager m) => m.OnBossDefeated -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == bossId) _met = true; }
}
[CreateAssetMenu(menuName = "EventChain/Condition/FlagSet")]
public class FlagSetCondition : ChainCondition
{
public string flagId;
public override void Register(EventChainManager m) { } // 持续轮询,无需订阅
public override void Unregister(EventChainManager m) { }
public override bool IsMet() { var sm = ServiceLocator.GetOrDefault<ISaveService>(); return sm != null && sm.GetFlag(flagId); }
}
[CreateAssetMenu(menuName = "EventChain/Condition/AbilityUnlocked")]
public class AbilityUnlockedCondition : ChainCondition
{
public string abilityId;
private bool _met;
public override void Register(EventChainManager m) => m.OnAbilityUnlocked += Check;
public override void Unregister(EventChainManager m) => m.OnAbilityUnlocked -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == abilityId) _met = true; }
}
[CreateAssetMenu(menuName = "EventChain/Condition/CollectibleCollected")]
public class CollectibleCollectedCondition : ChainCondition
{
public string itemId;
private bool _met;
public override void Register(EventChainManager m) => m.OnCollectiblePickedUp += Check;
public override void Unregister(EventChainManager m) => m.OnCollectiblePickedUp -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == itemId) _met = true; }
}
[CreateAssetMenu(menuName = "EventChain/Condition/RoomEntered")]
public class RoomEnteredCondition : ChainCondition
{
public string sceneName;
private bool _met;
public override void Register(EventChainManager m) => m.OnRoomEntered += Check;
public override void Unregister(EventChainManager m) => m.OnRoomEntered -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == sceneName) _met = true; }
}
[CreateAssetMenu(menuName = "EventChain/Condition/DialogueCompleted")]
public class DialogueCompletedCondition : ChainCondition
{
public string npcId;
private bool _met;
public override void Register(EventChainManager m) => m.OnDialogueCompleted += Check;
public override void Unregister(EventChainManager m) => m.OnDialogueCompleted -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == npcId) _met = true; }
}
[CreateAssetMenu(menuName = "EventChain/Condition/ChainCompleted")]
public class ChainCompletedCondition : ChainCondition
{
public string chainId;
private bool _met;
public override void Register(EventChainManager m) => m.OnChainCompleted += Check;
public override void Unregister(EventChainManager m) => m.OnChainCompleted -= Check;
public override bool IsMet() => _met;
public override void ResetState() => _met = false;
private void Check(string id) { if (id == chainId) _met = true; }
}
// =====================================================================
// ChainAction 抽象基类 + 内置实现
// =====================================================================
/// <summary>
/// 事件链执行动作抽象基类。ExecuteAsync 可即时返回或协程等待。
/// </summary>
public abstract class ChainAction : ScriptableObject
{
public abstract IEnumerator ExecuteAsync(MonoBehaviour runner);
}
// ─── 内置动作 ──────────────────────────────────────────────────────────
/// <summary>打开门(发布 EVT_DoorOpened 事件)。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/OpenDoor")]
public class OpenDoorAction : ChainAction
{
public string doorId;
[SerializeField] private StringEventChannelSO _onDoorOpened; // EVT_DoorOpened
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_onDoorOpened?.Raise(doorId);
yield break;
}
}
/// <summary>设置/清除存档标志。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/SetFlag")]
public class SetFlagAction : ChainAction
{
public string flagId;
public bool value = true;
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
ServiceLocator.GetOrDefault<ISaveService>()?.SetFlag(flagId, value);
yield break;
}
}
/// <summary>通知地图显示/标记区域(通过事件频道解耦,无直接 MapManager 依赖)。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/UpdateMap")]
public class UpdateMapAction : ChainAction
{
public string regionId;
[SerializeField] private StringEventChannelSO _onRevealRegion; // EVT_RevealRegion → MapManager 订阅
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_onRevealRegion?.Raise(regionId);
yield break;
}
}
/// <summary>播放过场动画,等待其结束再继续链。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/PlayCutscene")]
public class PlayCutsceneAction : ChainAction
{
public string cutsceneId;
[SerializeField] private StringEventChannelSO _onPlayCutscene; // → CutsceneManager.PlayById
[SerializeField] private VoidEventChannelSO _onCutsceneEnded; // ← CutsceneManager 播完后 Raise
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
bool done = false;
var sub = _onCutsceneEnded != null
? _onCutsceneEnded.Subscribe(() => done = true)
: default(EventSubscription);
_onPlayCutscene?.Raise(cutsceneId);
yield return new WaitUntil(() => done);
sub.Dispose();
}
}
/// <summary>切换 NPC 对话(通过 EVT_NPCDialogueChange 广播NPC 自行响应)。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/ChangeNPCDialogue")]
public class ChangeNPCDialogueAction : ChainAction
{
public string npcId;
public string newSequenceId;
[SerializeField] private StringEventChannelSO _onNPCDialogueChange; // EVT_NPCDialogueChange → NPC 订阅
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_onNPCDialogueChange?.Raise($"{npcId}:{newSequenceId}");
yield break;
}
}
/// <summary>在场景中生成一个预制体。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/SpawnObject")]
public class SpawnObjectAction : ChainAction
{
public GameObject prefab;
public Vector3 position;
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
if (prefab != null)
UnityEngine.Object.Instantiate(prefab, position, Quaternion.identity);
yield break;
}
}
/// <summary>等待指定秒数。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/Wait")]
public class WaitAction : ChainAction
{
[Min(0f)]
public float seconds;
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
yield return new WaitForSeconds(seconds);
}
}
/// <summary>发布一个无负载 Void 事件频道。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/RaiseEvent")]
public class RaiseEventAction : ChainAction
{
[SerializeField] private VoidEventChannelSO _eventChannel;
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_eventChannel?.Raise();
yield break;
}
}
/// <summary>解锁能力(通过 EVT_AbilityUnlocked 事件广播PlayerStats 响应)。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/UnlockAbility")]
public class UnlockAbilityAction : ChainAction
{
public string abilityId;
[SerializeField] private StringEventChannelSO _onAbilityUnlock; // EVT_AbilityUnlocked
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_onAbilityUnlock?.Raise(abilityId);
yield break;
}
}
/// <summary>切换背景音乐(通过 EVT_PlayBGM 事件广播)。</summary>
[CreateAssetMenu(menuName = "EventChain/Action/PlayAudio")]
public class PlayAudioAction : ChainAction
{
public string bgmKey;
[SerializeField] private StringEventChannelSO _onPlayBGM; // EVT_PlayBGM
public override IEnumerator ExecuteAsync(MonoBehaviour runner)
{
_onPlayBGM?.Raise(bgmKey);
yield break;
}
}
}

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