- QuestSO: Add ValidateBranchCycles() DFS detection for branches[].nextQuest loop - QuestSO: Mark three legacy prerequisite fields with v2.0 removal warning in Tooltip - IQuestManager: Add QuestLockReason enum + QuestLockInfo struct (strongly-typed lock info) - IQuestManager: Add GetQuestLockInfo() method to interface; GetQuestLockReason() now delegates to it - IQuestEventSource: Add OnQuestStateChanged(questId, oldState, newState) unified event - QuestManager: Implement GetQuestLockInfo(); fire OnQuestStateChanged on all state transitions - DialogueManager: Add one-frame yield in HandleChoices before ShowChoices (skip-debounce fix) - DialogueManager: Increment _playbackId in ForceEnd() to invalidate residual choice callbacks - DialogueSequenceSO: Add UNITY_EDITOR debug log in TryGetActiveVariant on variant match - WorldStateRegistry: Add OnBatchStateChanged event + BatchMark() batch-write API - DialogueModule: List badge shows warning indicator for unconditional-shadowing variants - DialogueModule: BuildVariantsCard shows logic mode (AND/OR) alongside flag conditions Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.Quest
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{
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/// <summary>
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/// NPC 好感度变化事件的强类型负载。
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/// 替代原 "npcId|delta" 字符串分割方案,杜绝接收方 Split 解析脆弱性。
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/// </summary>
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[System.Serializable]
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public struct NpcAffinityEvent
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{
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/// <summary>发生好感度变化的 NPC ID(与 QuestSO.giverNpcId 保持一致)。</summary>
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public string npcId;
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/// <summary>好感度变化量(正值=增加,负值=减少)。</summary>
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public int delta;
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/// <summary>变化后的当前总好感度数值。</summary>
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public int newTotal;
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}
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/// <summary>
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/// EVT_NpcAffinityChanged 专用事件频道 SO(强类型,负载 <see cref="NpcAffinityEvent"/>)。
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/// 放置路径: Assets/ScriptableObjects/Events/EVT_NpcAffinityChanged.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Events/NpcAffinity")]
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public class NpcAffinityEventChannelSO : BaseEventChannelSO<NpcAffinityEvent> { }
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}
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