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
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@@ -16,11 +16,6 @@ public partial class GameEntry : MonoBehaviour
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public static TurnBattleComponent TurnBattle { get; private set; }
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/// <summary>
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/// 单局战斗协调器(普通类,非场景组件)。
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/// </summary>
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public static RunBattleCoordinator RunBattle { get; private set; }
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private static void InitCustomComponents()
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{
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BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
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@@ -28,6 +23,5 @@ public partial class GameEntry : MonoBehaviour
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Save = UnityGameFramework.Runtime.GameEntry.GetComponent<SaveComponent>();
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Random = UnityGameFramework.Runtime.GameEntry.GetComponent<RandomComponent>();
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TurnBattle = UnityGameFramework.Runtime.GameEntry.GetComponent<TurnBattleComponent>();
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RunBattle = new RunBattleCoordinator();
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}
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}
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