M2 回合制调度:速度/阵营/队伍顺序规则、先制第一轮、4v4 调试入口与调度测试

- BattleRuntime 调度替换为完整规则:速度高优先、同速玩家优先、同阵营同速 PartyOrder 小优先;先制第一轮玩家全先行,第二轮恢复普通排序;RemainingTurnOrder 同步按调度序输出
- TurnBattleComponent 开局行动者为敌人时自动推进,协程等待 UI 监听注册避免先手事件丢失
- 调试入口支持 1v1 / 2v2 / 4v4 与先制开关;新增敌人队伍预设 4005(四普通敌人)
- UI:修复 UIForm 复用导致第二次开战按钮监听丢失;EnemySlots/TurnSlots 改为按数量复用 item,图标同一单位不重复加载
- EditMode 新增 10 个调度用例(共 35 个):排序规则、先制两轮、重复敌人分别击杀、4v4 创建、死亡移出候选、固定随机序列复现
This commit is contained in:
huangjun
2026-09-02 10:12:30 +08:00
parent 7dcac0ac87
commit 202ab337f9
14 changed files with 605 additions and 85 deletions
@@ -18,16 +18,12 @@ namespace SepCore.UI
private int _displayedRound;
private readonly List<BattleTurnSlotItem> _turnSlots = new List<BattleTurnSlotItem>();
private readonly List<int> _turnSlotUnitIds = new List<int>();
private readonly List<BattleEnemySlotItem> _enemySlots = new List<BattleEnemySlotItem>();
protected override void OnInit(object userData)
{
base.OnInit(userData);
View.attackButton.onClick.AddListener(OnAttackButtonClick);
View.skillButton.onClick.AddListener(OnSkillButtonClick);
View.itemButton.onClick.AddListener(OnItemButtonClick);
View.escapeButton.onClick.AddListener(OnEscapeButtonClick);
// M1 只开放攻击;道具、技能、逃跑在后续里程碑接入
View.itemButton.interactable = false;
View.skillButton.interactable = false;
@@ -38,6 +34,12 @@ namespace SepCore.UI
{
base.OnOpen(userData);
// UIForm 实例复用:每次打开都重新注册按钮监听(OnClose 会移除)
View.attackButton.onClick.AddListener(OnAttackButtonClick);
View.skillButton.onClick.AddListener(OnSkillButtonClick);
View.itemButton.onClick.AddListener(OnItemButtonClick);
View.escapeButton.onClick.AddListener(OnEscapeButtonClick);
if (GameEntry.TurnBattle != null)
{
GameEntry.TurnBattle.SetStepListener(ApplyStep);
@@ -47,6 +49,7 @@ namespace SepCore.UI
_displayedRound = 0;
_turnSlots.Clear();
_turnSlotUnitIds.Clear();
_enemySlots.Clear();
Refresh(GameEntry.TurnBattle != null ? GameEntry.TurnBattle.GetViewState() : null);
}
@@ -164,19 +167,32 @@ namespace SepCore.UI
return;
}
template.gameObject.SetActive(false);
ClearSlots(View.enemySlotsRoot, template.transform);
List<BattleUnitView> enemies = new List<BattleUnitView>();
foreach (BattleUnitView unit in view.Units)
{
if (unit.Faction != BattleFaction.Enemy)
if (unit.Faction == BattleFaction.Enemy)
{
continue;
enemies.Add(unit);
}
}
BattleEnemySlotItem slot = Instantiate(template, View.enemySlotsRoot);
slot.gameObject.SetActive(true);
slot.SetEnemy(unit, unit.BattleUnitId == view.CurrentActorUnitId);
// 敌人数量在一场战斗内固定:数量变化(新开战斗/规模不同)时才重建,之后原地复用
if (_enemySlots.Count != enemies.Count)
{
template.gameObject.SetActive(false);
ClearSlots(View.enemySlotsRoot, template.transform);
_enemySlots.Clear();
foreach (BattleUnitView unit in enemies)
{
BattleEnemySlotItem slot = Instantiate(template, View.enemySlotsRoot);
slot.gameObject.SetActive(true);
_enemySlots.Add(slot);
}
}
for (int i = 0; i < _enemySlots.Count; i++)
{
_enemySlots[i].SetEnemy(enemies[i], enemies[i].BattleUnitId == view.CurrentActorUnitId);
}
}
@@ -189,7 +205,8 @@ namespace SepCore.UI
return;
}
if (view.RoundNumber != _displayedRound)
if (view.RoundNumber != _displayedRound ||
(view.CurrentActorUnitId != 0 && !_turnSlotUnitIds.Contains(view.CurrentActorUnitId)))
{
RebuildTurnSlots(view, template);
_displayedRound = view.RoundNumber;
@@ -204,28 +221,41 @@ namespace SepCore.UI
}
/// <summary>
/// 新一轮开始时重建本轮完整顺序:全部活跃单位按显示顺序排列,
/// 新一轮开始时刷新本轮顺序:从当前行动者开始的剩余单位按调度优先级排列,
/// 当前行动者高亮;本轮内已行动单位保持可见。
/// 数量与上一轮相同时复用槽对象,只重建单位映射与内容;
/// 先制第一轮只有玩家候选,敌人进入行动阶段时(当前行动者不在列表)自动重建为剩余敌人。
/// </summary>
private void RebuildTurnSlots(BattleViewState view, BattleTurnSlotItem template)
{
template.gameObject.SetActive(false);
ClearSlots(View.turnSlotsRoot, template.transform);
_turnSlots.Clear();
_turnSlotUnitIds.Clear();
foreach (BattleUnitView unit in view.Units)
List<BattleUnitView> units = new List<BattleUnitView>();
foreach (int unitId in view.RemainingTurnOrder)
{
if (unit.IsDefeated || unit.IsEscaped)
BattleUnitView unit = FindUnit(view, unitId);
if (unit != null)
{
continue;
units.Add(unit);
}
}
BattleTurnSlotItem slot = Instantiate(template, View.turnSlotsRoot);
slot.gameObject.SetActive(true);
slot.SetTurnSlot(unit, unit.BattleUnitId == view.CurrentActorUnitId);
_turnSlots.Add(slot);
_turnSlotUnitIds.Add(unit.BattleUnitId);
if (_turnSlots.Count != units.Count)
{
template.gameObject.SetActive(false);
ClearSlots(View.turnSlotsRoot, template.transform);
_turnSlots.Clear();
foreach (BattleUnitView unit in units)
{
BattleTurnSlotItem slot = Instantiate(template, View.turnSlotsRoot);
slot.gameObject.SetActive(true);
_turnSlots.Add(slot);
}
}
_turnSlotUnitIds.Clear();
for (int i = 0; i < _turnSlots.Count; i++)
{
_turnSlotUnitIds.Add(units[i].BattleUnitId);
_turnSlots[i].SetTurnSlot(units[i], units[i].BattleUnitId == view.CurrentActorUnitId);
}
}
@@ -289,7 +319,7 @@ namespace SepCore.UI
return 0;
}
private static BattleUnitView FindUnit(BattleViewState view, int unitId)
private static BattleUnitView FindUnit(BattleViewState view, int unitId)
{
foreach (BattleUnitView unit in view.Units)
{