- SaveData: update QuestState.Status comment to include Paused state
- QuestManager: add inline comment on AcceptQuest duplicate-accept guard
- QuestManager: wrap reward.Apply() in try-catch so exceptions don't
corrupt already-committed Completed state
- QuestManager.UnlockBranches: support new conditionFlagEntries (invert/
NOT logic) with graceful fallback to legacy conditionFlags
- QuestGiver: cache IQuestManager field in OnEnable; subscribe to
OnQuestStateChanged for automatic cache invalidation instead of manual
_cacheDirty = true after each Interact; remove per-call SL.GetOrDefault
- QuestGiver: replace hardcoded Chinese prompt strings with
LocalizationManager.Get(key, 'UI') + inline fallback via GetPrompt()
- QuestSO: add BranchFlagEntry struct (flagId + invert) for NOT-logic
branch conditions; add conditionFlagEntries to QuestBranch with
HideInInspector on legacy conditionFlags for backward compat
- QuestModule: add static TTL cache (5 s) for FindAll<QuestSO>() in
PopulateDependencyGraph to avoid re-scanning disk on every foldout open
- NpcSOEditor: add 'jump to localization file' button that pings and
selects the UI table JSON in the Project window
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- Implemented EnemyRespawner to manage enemy spawning and respawning within rooms.
- Added IRoomLifecycle interface for room activation and dormancy handling.
- Created supporting classes and metadata for enemy perception and threat assessment.
- Established streaming system components for room state management and transitions.
- Added necessary metadata files for new scripts to ensure proper integration with Unity.
- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
- Created a new markdown file detailing the configuration of InputDeviceIconSetSO.
- Included sections on system architecture, field explanations, image specifications, and complete workflow from setup to runtime.
- Documented the automatic device recognition logic and provided troubleshooting for common issues.
- Added references to relevant files and scripts for easier navigation.
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
- Removed StatusEffectEventChannelSO and its associated meta file.
- Updated CreateEventChannelAssets to handle new shield-related events.
- Added CharmModule for managing charm assets in the DataHub.
- Introduced CharmEventChannelSO for charm equipped/unequipped events.
- Changed layer references from "Ground" to "Platform" in various scripts.
- Updated documentation to reflect changes in layer specifications.
- Created new event assets for ShieldBroken, ShieldRestored, StatusEffectApplied, and StatusEffectExpired.