using System;
using UnityEngine;
using BaseGames.Dialogue;
namespace BaseGames.Quest
{
///
/// 任务定义 SO(架构 22_QuestChallengeModule §2)。
/// 资产路径: Assets/ScriptableObjects/Quest/Quest_{questId}.asset
///
[CreateAssetMenu(menuName = "BaseGames/Quest/Quest")]
public class QuestSO : ScriptableObject
{
[Header("标识")]
public string questId; // 唯一 ID,如 "Quest_FindMushroom"
[Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Name\"。通过 LocalizationManager.Get(displayNameKey, \"Quest\") 显示。")]
public string displayNameKey;
[Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Desc\"。通过 LocalizationManager.Get(descriptionKey, \"Quest\") 显示。")]
public string descriptionKey;
public Sprite icon;
[Header("目标链")]
public QuestObjectiveSO[] objectives; // 按顺序完成,全部完成 = 可交完
[Header("前置条件")]
public QuestSO[] prerequisiteQuests; // 所有前置任务 Completed 后才可接
public int minAffinityToAccept; // NPC 好感度门槛(0 = 无限制)
[Header("奖励")]
public RewardSO reward;
[Header("失败条件(可选)")]
public bool canFail;
public QuestObjectiveSO failCondition;
[Header("完成后续任务(分支)")]
public QuestBranch[] branches;
// ── 编辑器校验 ────────────────────────────────────────────────────────
#if UNITY_EDITOR
// questId → 资产路径,5 秒 TTL,跨所有 QuestSO.OnValidate 共用。
// 重复检测时只需将缓存路径与自身路径比对(O(1)),无需全量扫描。
private static System.Collections.Generic.Dictionary s_questIdToPath;
private static double s_questIdsCacheTime = -10.0;
private static System.Collections.Generic.Dictionary GetQuestIdCache()
{
double now = UnityEditor.EditorApplication.timeSinceStartup;
if (s_questIdToPath != null && now - s_questIdsCacheTime < 5.0)
return s_questIdToPath;
s_questIdToPath = new System.Collections.Generic.Dictionary(System.StringComparer.Ordinal);
string[] guids = UnityEditor.AssetDatabase.FindAssets("t:QuestSO");
foreach (var guid in guids)
{
var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
var q = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
if (q != null && !string.IsNullOrEmpty(q.questId) && !s_questIdToPath.ContainsKey(q.questId))
s_questIdToPath[q.questId] = path;
}
s_questIdsCacheTime = now;
return s_questIdToPath;
}
private void OnValidate()
{
if (string.IsNullOrWhiteSpace(questId))
{
Debug.LogWarning($"[QuestSO] '{name}' 缺少 questId,保存前请填写。", this);
return;
}
// 检测重复 questId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。
var cache = GetQuestIdCache();
string myPath = UnityEditor.AssetDatabase.GetAssetPath(this);
if (!string.IsNullOrEmpty(myPath) &&
cache.TryGetValue(questId, out var existingPath) &&
existingPath != myPath)
{
Debug.LogError(
$"[QuestSO] questId '{questId}' 与 " +
$"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this);
s_questIdsCacheTime = -10.0;
}
ValidateBranchDialogueKeys();
}
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
}
}
#endif
}
[Serializable]
public class QuestBranch
{
/// 若此前置任务已完成 → 走本分支(null = 默认分支)。
public QuestSO conditionQuest;
public QuestSO nextQuest;
/// 完成后触发的 NPC 对话序列(直接引用,避免手写 sequenceId 字符串出错)。
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;
}
}