- QuestSO: remove giverNpcId, prerequisiteQuests/Flags/FlagsLogic, failCondition, conditionFlags, npcDialogueKey fields; simplify GiverNpcId property to giverNpc?.npcId; clean ValidatePrerequisiteCycles/HasPrerequisiteCycle to use prerequisites.questDependencies; remove ValidateBranchDialogueKeys migration warning block; clean QuestPrerequisite doc - QuestManager: remove OnLoad DataVersion 1/2 migration paths (ProgressCounts, hasNewFormat/ useNewFormat); remove CheckQuestDepsAndFlags old-field fallback (prerequisiteQuests/Flags); remove UnlockBranches conditionFlags fallback; remove DispatchEvent failCondition fallback; fix ValidatePrerequisites DFS to scan prerequisites.questDependencies - SaveData: remove ProgressCounts (Obsolete), ObjectiveIndex (unused), GiverNpcId (never written) fields from QuestState; simplify DataVersion doc comment - QuestSOEditor: replace migration-only editor with minimal DrawDefaultInspector - QuestModule: update all prerequisiteQuests/conditionFlags/npcDialogueKey/failCondition references to canonical new fields; update ValidateBranchFlags check 10 - FlagAuditModule: replace conditionFlags/prerequisiteFlags scans with conditionFlagEntries/ prerequisites.flagCondition.flags - NpcSO: remove QuestSO.giverNpcId reference from npcId tooltip - NpcAffinityEvent/RewardSO: update doc comments to reference giverNpc instead of giverNpcId Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
29 lines
1.1 KiB
C#
29 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>
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/// NPC 好感度变化的 NPC ID(与 QuestSO.giverNpc.npcId 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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