M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试

- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent
- 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责
- 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送
- UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮
- 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
This commit is contained in:
huangjun
2026-09-02 08:42:04 +08:00
parent 8413c2688b
commit 7dcac0ac87
65 changed files with 3067 additions and 1225 deletions
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@@ -12,7 +12,8 @@
"actionIds": [
201
],
"dropTableId": 1
"dropTableId": 1,
"icon": "敌人1"
},
{
"id": 3002,
@@ -27,7 +28,8 @@
"actionIds": [
201
],
"dropTableId": 2
"dropTableId": 2,
"icon": "敌人2"
},
{
"id": 3003,
@@ -43,6 +45,7 @@
201,
202
],
"dropTableId": 3
"dropTableId": 3,
"icon": "敌人3"
}
]
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@@ -19,6 +19,21 @@
"atlasPath": "Characters.png",
"spriteIndex": 3
},
{
"key": "敌人1",
"atlasPath": "Monsters.png",
"spriteIndex": 0
},
{
"key": "敌人2",
"atlasPath": "Monsters.png",
"spriteIndex": 1
},
{
"key": "敌人3",
"atlasPath": "Monsters.png",
"spriteIndex": 2
},
{
"key": "旧硬币",
"atlasPath": "Items.png",