- 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>
86 lines
4.0 KiB
C#
86 lines
4.0 KiB
C#
using UnityEngine;
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using BaseGames.Core.Events;
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using BaseGames.Player;
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namespace BaseGames.Quest
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{
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/// <summary>
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/// 任务奖励 SO(架构 22_QuestChallengeModule §4)。
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/// 由 QuestManager.CompleteQuest() 调用 Apply() 发放奖励。
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/// 资产路径: Assets/ScriptableObjects/Quest/Reward_{questId}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Quest/Reward")]
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public class RewardSO : ScriptableObject
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{
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[Header("货币与属性")]
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[Tooltip("完成任务奖励的灵珠数量(0 = 不奖励)。")]
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public int lingZhu;
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[Tooltip("完成任务后永久增加的灵魂槽上限数值(0 = 不奖励)。")]
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public int soulBonus;
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[Header("物品")]
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[Tooltip("完成任务奖励的物品/护符 ID 列表。每个 ID 通过 EVT_CollectiblePickup 事件频道广播,由 InventoryManager 处理。\n" +
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"格式如 [\"Charm_DashBoost\", \"Item_HealShard\"]。留空表示无物品奖励。")]
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public string[] itemIds;
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[Header("NPC 关系")]
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[Tooltip("完成任务后对 giverNpcId(QuestSO 中配置)的好感度增量。\n" +
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"正值=好感增加,负值=好感降低。0 = 不影响好感度。\n" +
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"增量以强类型 NpcAffinityEvent(npcId + delta + newTotal)广播至 EVT_NpcAffinityChanged,\n" +
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"并持久化到 SaveData.World.NpcRelations。接收方无需字符串解析。")]
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public int affinityBonus;
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[Tooltip("完成任务后解锁的 NPC 台词集合 Key(格式如 \"DLG_Elder_PostQuest\")。\n" +
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"非空时广播 EVT_DialogueKeyUnlocked 事件,供 NPC 台词管理系统监听并切换对话集。\n" +
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"留空表示不解锁新台词。")]
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public string unlockDialogueKey;
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[Header("能力解锁")]
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[Tooltip("勾选后,unlockedAbilityFlag 中指定的能力将在完成任务时解锁。")]
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public bool unlocksAbility;
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[Tooltip("要解锁的能力(AbilityType 组合标志位,仅当 unlocksAbility == true 有效)。\n" +
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"可多选,支持组合解锁多项能力。")]
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public AbilityType unlockedAbilityFlag;
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[Header("物品发放事件")]
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[Tooltip("EVT_CollectiblePickup 事件频道(StringEventChannelSO)。\n" +
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"Apply() 调用时,每个 itemId 都会通过此频道广播,供 EquipmentManager/QuestManager 处理。\n" +
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"未连线时物品奖励不生效。")]
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[SerializeField] private StringEventChannelSO _onCollectiblePickup;
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/// <summary>
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/// 将奖励应用到游戏状态(由 QuestManager.CompleteQuest 调用)。
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/// 通过 <see cref="IRewardTarget"/> 接口操作,避免直接依赖 BaseGames.Player 程序集。
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/// </summary>
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public void Apply(IRewardTarget target)
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{
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if (target == null) return;
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if (lingZhu > 0) target.AddLingZhu(lingZhu);
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if (soulBonus > 0) target.AddSoulPower(soulBonus);
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if (unlocksAbility && unlockedAbilityFlag != AbilityType.None)
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target.UnlockAbilityFlag((uint)unlockedAbilityFlag);
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// 通过 EVT_CollectiblePickup 事件频道广播每个物品 ID
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if (itemIds != null && itemIds.Length > 0)
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{
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if (_onCollectiblePickup != null)
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{
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foreach (var id in itemIds)
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_onCollectiblePickup.Raise(id);
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}
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else
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{
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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Debug.LogWarning(
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$"[RewardSO] '{name}' 配置了 {itemIds.Length} 个 itemIds," +
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"但 _onCollectiblePickup 事件频道未连线,物品奖励不会发放。请在 Inspector 中指定 EVT_CollectiblePickup 频道。", this);
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#endif
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}
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}
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}
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}
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}
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