- Implemented WorldStateFlagAttribute to mark string fields as world state flags. - Created NarrativeNPCEditor for custom inspector to visualize dialogue version activation states. - Developed WorldStateFlagDrawer to provide dropdown menu for known flags in the inspector. - Introduced ActorModule for managing DialogueActorSO assets, including viewing, creating, and deleting actors. - Added DialogueModule for managing DialogueSequenceSO assets with detailed previews and action bars. - Established QuestModule for managing QuestSO assets, including objectives and branches. - Implemented QuestManagerPostprocessor to automatically refresh QuestManager's quest list on asset changes.
127 lines
5.5 KiB
C#
127 lines
5.5 KiB
C#
using System;
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using UnityEngine;
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using BaseGames.Dialogue;
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namespace BaseGames.Quest
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{
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/// <summary>
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/// 任务定义 SO(架构 22_QuestChallengeModule §2)。
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/// 资产路径: Assets/ScriptableObjects/Quest/Quest_{questId}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Quest/Quest")]
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public class QuestSO : ScriptableObject
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{
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[Header("标识")]
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public string questId; // 唯一 ID,如 "Quest_FindMushroom"
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[Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Name\"。通过 LocalizationManager.Get(displayNameKey, \"Quest\") 显示。")]
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public string displayNameKey;
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[Tooltip("本地化 Key,格式如 \"Quest_FindMushroom_Desc\"。通过 LocalizationManager.Get(descriptionKey, \"Quest\") 显示。")]
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public string descriptionKey;
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public Sprite icon;
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[Header("目标链")]
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public QuestObjectiveSO[] objectives; // 按顺序完成,全部完成 = 可交完
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[Header("前置条件")]
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public QuestSO[] prerequisiteQuests; // 所有前置任务 Completed 后才可接
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public int minAffinityToAccept; // NPC 好感度门槛(0 = 无限制)
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[Header("奖励")]
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public RewardSO reward;
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[Header("失败条件(可选)")]
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public bool canFail;
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public QuestObjectiveSO failCondition;
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[Header("完成后续任务(分支)")]
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public QuestBranch[] branches;
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// ── 编辑器校验 ────────────────────────────────────────────────────────
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#if UNITY_EDITOR
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// questId → 资产路径,5 秒 TTL,跨所有 QuestSO.OnValidate 共用。
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// 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。
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private static System.Collections.Generic.Dictionary<string, string> s_questIdToPath;
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private static double s_questIdsCacheTime = -10.0;
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private static System.Collections.Generic.Dictionary<string, string> GetQuestIdCache()
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{
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double now = UnityEditor.EditorApplication.timeSinceStartup;
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if (s_questIdToPath != null && now - s_questIdsCacheTime < 5.0)
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return s_questIdToPath;
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s_questIdToPath = new System.Collections.Generic.Dictionary<string, string>(System.StringComparer.Ordinal);
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string[] guids = UnityEditor.AssetDatabase.FindAssets("t:QuestSO");
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foreach (var guid in guids)
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{
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var path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
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var q = UnityEditor.AssetDatabase.LoadAssetAtPath<QuestSO>(path);
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if (q != null && !string.IsNullOrEmpty(q.questId) && !s_questIdToPath.ContainsKey(q.questId))
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s_questIdToPath[q.questId] = path;
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}
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s_questIdsCacheTime = now;
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return s_questIdToPath;
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}
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private void OnValidate()
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{
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if (string.IsNullOrWhiteSpace(questId))
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{
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Debug.LogWarning($"[QuestSO] '{name}' 缺少 questId,保存前请填写。", this);
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return;
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}
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// 检测重复 questId:缓存路径 vs 自身路径比对(O(1)),5 秒内无需重扫。
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var cache = GetQuestIdCache();
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string myPath = UnityEditor.AssetDatabase.GetAssetPath(this);
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if (!string.IsNullOrEmpty(myPath) &&
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cache.TryGetValue(questId, out var existingPath) &&
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existingPath != myPath)
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{
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Debug.LogError(
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$"[QuestSO] questId '{questId}' 与 " +
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$"'{System.IO.Path.GetFileNameWithoutExtension(existingPath)}' 重复!请修改其中一个。", this);
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s_questIdsCacheTime = -10.0;
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}
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ValidateBranchDialogueKeys();
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}
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private void ValidateBranchDialogueKeys()
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{
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if (branches == null || branches.Length == 0) return;
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foreach (var branch in branches)
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{
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if (branch == null) continue;
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// npcDialogueSequence 是 SO 直接引用,无需字符串校验。
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// 旧字段 npcDialogueKey(Obsolete)有值时提示迁移。
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#pragma warning disable CS0618
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if (!string.IsNullOrEmpty(branch.npcDialogueKey) && branch.npcDialogueSequence == null)
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{
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Debug.LogWarning(
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$"[QuestSO] '{name}' 分支仍使用旧字段 npcDialogueKey='{branch.npcDialogueKey}'," +
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"请迁移至 npcDialogueSequence(直接拖入 DialogueSequenceSO)。", this);
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}
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#pragma warning restore CS0618
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}
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}
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#endif
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}
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[Serializable]
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public class QuestBranch
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{
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/// <summary>若此前置任务已完成 → 走本分支(null = 默认分支)。</summary>
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public QuestSO conditionQuest;
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public QuestSO nextQuest;
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/// <summary>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)。</summary>
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public DialogueSequenceSO npcDialogueSequence;
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[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。")]
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[HideInInspector]
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public string npcDialogueKey;
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}
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}
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