IQuestManager+QuestManager: add FillQuestsInState/FillFilterQuests buffer overloads (no-alloc hot path); remove R49 duplicate implementations. QuestGiver: cache current quest result (_cachedQuest/_cachedState/_cacheDirty) to avoid per-frame foreach in InteractPrompt; invalidate on OnEnable and Interact_Internal state changes. IDialogueService+DialogueManager: add StartDialogue(..., Action onComplete) overload; callback fires once on ForceEnd (covers both normal end and interrupt); supports chained callbacks via += accumulation. DialogueVariantPreviewWindow: add 'Copy CSV' button in matrix section; exports all 2^N flag combinations with winner column; handles N>10 guard and CSV-safe escaping. WorldStateRegistry: add TryGetCategory(id, out category) reverse lookup for debug tools. NpcSOEditor: new CustomEditor for NpcSO showing live nameKey localization preview in Inspector (green label or warning box if Key not found). Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
42 lines
2.2 KiB
C#
42 lines
2.2 KiB
C#
namespace BaseGames.Dialogue
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{
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/// <summary>
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/// 对话服务接口。通过 ServiceLocator 注册,供 NPC 和测试使用。
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/// </summary>
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public interface IDialogueService
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{
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/// <summary>当前是否有对话正在播放。</summary>
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bool IsDialogueActive { get; }
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/// <summary>
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/// 每次对话序列(含分支链)全部播完后触发。
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/// 测试代码可订阅此事件等待对话结束,无需依赖 VoidEventChannelSO 资产。
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/// </summary>
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event System.Action OnDialogueEnded;
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/// <summary>
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/// 启动对话序列。
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/// 若已有对话在播放:priority 高于当前对话时立即打断;否则进入队列(上限 8),超出丢弃。
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/// </summary>
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/// <param name="sequence">要播放的对话序列 SO。</param>
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/// <param name="npcId">NPC 标识符,对话结束时随 EVT_NpcDialogueCompleted 广播。</param>
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/// <param name="priority">优先级(默认 0)。数值越大越优先;高优先级可打断低优先级对话。</param>
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void StartDialogue(DialogueSequenceSO sequence, string npcId = "", int priority = 0);
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/// <summary>
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/// 启动对话序列,并在本次对话(含所有排队续播)全部结束时回调 <paramref name="onComplete"/>。
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/// 若 <paramref name="onComplete"/> 为 null,行为与 <see cref="StartDialogue(DialogueSequenceSO,string,int)"/> 完全相同。
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/// 回调仅触发一次;若对话被 <see cref="ForceEnd"/> 打断,回调同样会被调用(在 ForceEnd 末尾)。
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/// 适用场景:EventChain 触发对话后等待完成再执行下一动作、CutsceneModule 同步对话与演出。
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/// </summary>
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void StartDialogue(DialogueSequenceSO sequence, string npcId, int priority, System.Action onComplete);
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/// <summary>
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/// 立即强制结束当前对话(含清空等待队列),恢复游戏输入。
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/// 适用于:场景切换、演出系统打断、死亡/传送等需要硬中断的场合。
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/// 若当前没有活跃对话,则无操作。
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/// </summary>
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void ForceEnd();
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}
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}
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