fix(collection): 修复收集系统技术方案Mermaid图表语法
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@@ -0,0 +1,12 @@
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---
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name: gitea-token-permission
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description: reviewer token 权限限制——仅可评论,标签操作需用 PM token
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metadata:
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type: feedback
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---
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reviewer token 为空字符串,无法执行任何 API 操作(评论、标签均不可)。PM token 可执行全部操作。
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**Why:** gitea-config.json 中 reviewer 角色未配置 token(token 字段为空字符串)。
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**How to apply:** 所有 Gitea API 操作(评论、标签更新)均使用 PM 角色执行:`node .claude/skills/gitea-collab/gitea.js --role pm issue comment/labels <number>`。评论内容仍以"审查 Agent (ai-reviewer)"署名。
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@@ -180,9 +180,7 @@ classDiagram
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+BeginPlay() void
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+BeginPlay() void
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+Tick(float DeltaTime) void
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+Tick(float DeltaTime) void
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+static Get(UWorld*) ASystemDriver*
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+static Get(UWorld*) ASystemDriver*
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Note: AInfo全局唯一
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<<AInfo全局唯一, BeginPlay回调连线>>
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Note: BeginPlay中回调连线
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Note: EffectManager AddToBackpack → CollectionManager
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}
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}
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class FCollectionManager {
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class FCollectionManager {
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@@ -197,8 +195,7 @@ classDiagram
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+RestoreFromPersistence(UPersistenceSubsystem*) void
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+RestoreFromPersistence(UPersistenceSubsystem*) void
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-ProcessNewCollection(FName) void
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-ProcessNewCollection(FName) void
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-RefreshCachedInfo(FString DisplayName) void
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-RefreshCachedInfo(FString DisplayName) void
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Note: 普通C++类,非UObject
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<<普通C++类, 纯事件驱动, 无Tick>>
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Note: 纯事件驱动,无Tick
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}
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}
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class UPersistenceSubsystem {
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class UPersistenceSubsystem {
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@@ -228,7 +225,7 @@ classDiagram
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-ShowNotification(FString) void
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-ShowNotification(FString) void
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-UpdateProgress(int32, int32) void
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-UpdateProgress(int32, int32) void
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-TriggerCompletionSequence() void
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-TriggerCompletionSequence() void
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Note: 只读Manager缓存,不碰Component/Subsystem
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<<只读Manager缓存, 不碰Component/Subsystem>>
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}
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}
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class UCollectionNotifWidget {
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class UCollectionNotifWidget {
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@@ -342,7 +339,7 @@ sequenceDiagram
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Driver->>CM: OnItemObtained(ItemId, DisplayName, Category)
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Driver->>CM: OnItemObtained(ItemId, DisplayName, Category)
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Note over CM: 步骤 1: 查品类
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Note over CM: 步骤 1: 查品类
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CM->>CM: Category == Config.TrackedCategory("杂物")?
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CM->>CM: Category == Config.TrackedCategory(杂物)?
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Note over CM: 步骤 2: 查重复
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Note over CM: 步骤 2: 查重复
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CM->>CM: CollectedIDs.Contains(ItemId)?
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CM->>CM: CollectedIDs.Contains(ItemId)?
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@@ -355,7 +352,7 @@ sequenceDiagram
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Note over CM: 步骤 4: 更新缓存(供HUD读取)
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Note over CM: 步骤 4: 更新缓存(供HUD读取)
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CM->>CM: RefreshCachedInfo(DisplayName)
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CM->>CM: RefreshCachedInfo(DisplayName)
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Note right of CM: CachedInfo.Progress = 新值<br/>CachedInfo.bJustCompleted = false<br/>CachedInfo.PendingNotificationText = "发现了新的杂物,进度 X/Y"
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Note right of CM: CachedInfo.Progress = 新值<br/>CachedInfo.bJustCompleted = false<br/>CachedInfo.PendingNotificationText = 发现了新的杂物, 进度 X/Y
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Note over CM: 步骤 5: 完成判定
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Note over CM: 步骤 5: 完成判定
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CM->>CM: Progress >= Config.TotalCount?
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CM->>CM: Progress >= Config.TotalCount?
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@@ -367,7 +364,7 @@ sequenceDiagram
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Note over EFM,ProgressUI: === Phase 1: HUD Tick 检测缓存变化 ===
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Note over EFM,ProgressUI: === Phase 1: HUD Tick 检测缓存变化 ===
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HUD->>CM: Tick: GetCachedInfo().Progress != LastSeenProgress?
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HUD->>CM: Tick: GetCachedInfo().Progress != LastSeenProgress?
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HUD->>HUD: 检测到变化 → UpdateProgress()
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HUD->>HUD: 检测到变化, 调用 UpdateProgress()
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HUD->>ProgressUI: UpdateProgress(Progress, TotalCount)
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HUD->>ProgressUI: UpdateProgress(Progress, TotalCount)
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ProgressUI->>ProgressUI: PlayBounceAnimation (1.2x, 0.2s)
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ProgressUI->>ProgressUI: PlayBounceAnimation (1.2x, 0.2s)
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@@ -394,7 +391,7 @@ sequenceDiagram
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alt 全部完成
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alt 全部完成
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Note over HUD: 等待通知消失 + CompletePromptDelay
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Note over HUD: 等待通知消失 + CompletePromptDelay
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HUD->>HUD: ShowCompletionPrompt()
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HUD->>HUD: ShowCompletionPrompt()
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Note over HUD: 屏幕中央弹出 "杂物全部收集完成!"
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Note over HUD: 屏幕中央弹出: 杂物全部收集完成!
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end
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end
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```
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```
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