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
@@ -1,6 +1,11 @@
using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Battle;
using SepCore.Definition;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
@@ -15,26 +20,74 @@ namespace SepCore.UI
[SerializeField] private TextMeshProUGUI hpText;
[SerializeField] private TextMeshProUGUI mpText;
public GameObject ActiveMarker => activeMarker;
public Image Icon => icon;
public Image HpFill => hpFill;
public Image MpFill => mpFill;
public TextMeshProUGUI CharacterName => characterName;
public TextMeshProUGUI HpText => hpText;
public TextMeshProUGUI MpText => mpText;
private int _iconVersion;
#if UNITY_EDITOR
public void ConfigureEditor(GameObject marker, Image iconImage, Image hpFillImage, Image mpFillImage,
TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel, TextMeshProUGUI mpLabel)
/// <summary>
/// 用战斗单位视图填充我方卡片:名称、HP/MP 数值与血条、当前行动者标记和配置图标。
/// </summary>
public void SetUnit(BattleUnitView unit, bool isCurrentActor)
{
activeMarker = marker;
icon = iconImage;
hpFill = hpFillImage;
mpFill = mpFillImage;
characterName = nameLabel;
hpText = hpLabel;
mpText = mpLabel;
if (unit == null)
{
return;
}
if (characterName != null)
{
characterName.text = BattleUnitViewHelper.GetDisplayName(unit);
}
if (hpText != null)
{
hpText.text = unit.CurrentHp + " / " + unit.MaxHp;
}
if (mpText != null)
{
mpText.text = unit.CurrentMp + " / " + unit.MaxMp;
}
SetBar(hpFill, unit.CurrentHp, unit.MaxHp);
SetBar(mpFill, unit.CurrentMp, unit.MaxMp);
if (activeMarker != null)
{
activeMarker.SetActive(isCurrentActor);
}
_iconVersion++;
ShowIconAsync(BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId), _iconVersion).Forget();
}
/// <summary>
/// 异步加载角色图标;iconVersion 用于防止复用格子时旧加载结果覆盖新内容。
/// </summary>
private async UniTaskVoid ShowIconAsync(SpriteConfig iconConfig, int iconVersion)
{
if (iconConfig == null || icon == null)
{
return;
}
Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
if (sprite == null || _iconVersion != iconVersion)
{
return;
}
icon.sprite = sprite;
icon.gameObject.SetActive(true);
}
private static void SetBar(Image fill, int current, int max)
{
if (fill == null)
{
return;
}
float ratio = max > 0 ? Mathf.Clamp01((float)current / max) : 0f;
fill.rectTransform.anchorMax = new Vector2(ratio, 1f);
}
#endif
}
}
}
@@ -1,6 +1,11 @@
using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Battle;
using SepCore.Definition;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
@@ -14,24 +19,74 @@ namespace SepCore.UI
[SerializeField] private TextMeshProUGUI enemyName;
[SerializeField] private TextMeshProUGUI hpText;
public Button TargetButton => targetButton;
public GameObject SelectedMarker => selectedMarker;
public Image Icon => icon;
public Image HpFill => hpFill;
public TextMeshProUGUI EnemyName => enemyName;
public TextMeshProUGUI HpText => hpText;
private int _iconVersion;
#if UNITY_EDITOR
public void ConfigureEditor(Button button, GameObject marker, Image iconImage, Image hpFillImage,
TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel)
/// <summary>
/// 用战斗单位视图填充敌人槽:名称、HP 数值与血条、配置图标和当前行动者标记。
/// 阵亡或已逃跑目标不可选。
/// </summary>
public void SetEnemy(BattleUnitView unit, bool isCurrentActor)
{
targetButton = button;
selectedMarker = marker;
icon = iconImage;
hpFill = hpFillImage;
enemyName = nameLabel;
hpText = hpLabel;
if (unit == null)
{
return;
}
if (enemyName != null)
{
enemyName.text = BattleUnitViewHelper.GetDisplayName(unit);
}
if (hpText != null)
{
hpText.text = unit.CurrentHp + " / " + unit.MaxHp;
}
SetBar(hpFill, unit.CurrentHp, unit.MaxHp);
if (selectedMarker != null)
{
selectedMarker.SetActive(isCurrentActor);
}
if (targetButton != null)
{
targetButton.interactable = !unit.IsDefeated && !unit.IsEscaped;
}
_iconVersion++;
ShowIconAsync(BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId), _iconVersion).Forget();
}
/// <summary>
/// 异步加载敌人图标;iconVersion 用于防止复用格子时旧加载结果覆盖新内容。
/// </summary>
private async UniTaskVoid ShowIconAsync(SpriteConfig iconConfig, int iconVersion)
{
if (iconConfig == null || icon == null)
{
return;
}
Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
if (sprite == null || _iconVersion != iconVersion)
{
return;
}
icon.sprite = sprite;
icon.gameObject.SetActive(true);
}
private static void SetBar(Image fill, int current, int max)
{
if (fill == null)
{
return;
}
float ratio = max > 0 ? Mathf.Clamp01((float)current / max) : 0f;
fill.rectTransform.anchorMax = new Vector2(ratio, 1f);
}
#endif
}
}
}
@@ -1,15 +1,24 @@
using System.Collections.Generic;
using SepCore.Battle;
using SepCore.Definition;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
/// <summary>
/// 战斗界面逻辑(手写 partial,与自动生成的 BattleForm.cs 合并)。
/// 首版为半透明壳层:只负责展示快照、收集指令与占位反馈;
/// 不修改战斗数据、不读取存档、不决定掉落,也不承担暂停地图计时等流程职责。
/// 暂停地图更新由单局流程(RunBattleCoordinator / 探索层)负责。
/// UI 只读取 BattleViewState / BattleStep / BattleResult,不持有 BattleRuntime 或 BattleUnit;
/// 玩家指令经 GameEntry.TurnBattle.SubmitCommand 提交,推进结果统一回填界面。
/// 我方卡片按玩家单位数显示/隐藏;敌人槽和回合顺序槽按当前战局从模板动态实例化。
/// </summary>
public partial class BattleForm : UGuiForm
{
private BattleResult _result;
private int _displayedRound;
private readonly List<BattleTurnSlotItem> _turnSlots = new List<BattleTurnSlotItem>();
private readonly List<int> _turnSlotUnitIds = new List<int>();
protected override void OnInit(object userData)
{
base.OnInit(userData);
@@ -19,20 +28,35 @@ namespace SepCore.UI
View.itemButton.onClick.AddListener(OnItemButtonClick);
View.escapeButton.onClick.AddListener(OnEscapeButtonClick);
// 道具行动保留但首版禁用,不产生 BattleCommand
// 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;
View.escapeButton.interactable = false;
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
View.currentActorText.text = string.Empty;
Log.Info("BattleForm opened as empty shell.");
if (GameEntry.TurnBattle != null)
{
GameEntry.TurnBattle.SetStepListener(ApplyStep);
}
_result = null;
_displayedRound = 0;
_turnSlots.Clear();
_turnSlotUnitIds.Clear();
Refresh(GameEntry.TurnBattle != null ? GameEntry.TurnBattle.GetViewState() : null);
}
protected override void OnClose(bool isShutdown, object userData)
{
if (GameEntry.TurnBattle != null)
{
GameEntry.TurnBattle.SetStepListener(null);
}
View.attackButton.onClick.RemoveListener(OnAttackButtonClick);
View.skillButton.onClick.RemoveListener(OnSkillButtonClick);
View.itemButton.onClick.RemoveListener(OnItemButtonClick);
@@ -43,22 +67,285 @@ namespace SepCore.UI
private void OnAttackButtonClick()
{
Log.Info("BattleForm placeholder: attack clicked.");
if (GameEntry.TurnBattle == null || !GameEntry.TurnBattle.IsBattleActive)
{
return;
}
BattleViewState view = GameEntry.TurnBattle.GetViewState();
if (view == null || view.CurrentActorUnitId == 0)
{
return;
}
BattleUnitView actor = FindUnit(view, view.CurrentActorUnitId);
if (actor == null || actor.Faction != BattleFaction.Player)
{
return;
}
int attackActionId = FindAttackActionId(view);
int targetUnitId = FindFirstActiveEnemy(view);
if (attackActionId == 0 || targetUnitId == 0)
{
return;
}
BattleStep step = GameEntry.TurnBattle.SubmitCommand(new BattleCommand(
actor.BattleUnitId, BattleActionType.Attack, attackActionId,
new List<int> { targetUnitId }));
ApplyStep(step);
}
private void ApplyStep(BattleStep step)
{
if (step == null)
{
return;
}
if (step.Result != null)
{
_result = step.Result;
}
Refresh(step.View);
}
private void Refresh(BattleViewState view)
{
if (view == null)
{
return;
}
RefreshPlayerCards(view);
RefreshEnemySlots(view);
RefreshTurnSlots(view);
RefreshActionPanel(view);
}
private void RefreshPlayerCards(BattleViewState view)
{
int index = 0;
foreach (BattleUnitView unit in view.Units)
{
if (unit.Faction != BattleFaction.Player)
{
continue;
}
BattleActorCardItem card = GetPlayerCard(index);
if (card != null)
{
card.gameObject.SetActive(true);
card.SetUnit(unit, unit.BattleUnitId == view.CurrentActorUnitId);
}
index++;
}
for (int i = index; i < 4; i++)
{
BattleActorCardItem card = GetPlayerCard(i);
if (card != null)
{
card.gameObject.SetActive(false);
}
}
}
private void RefreshEnemySlots(BattleViewState view)
{
BattleEnemySlotItem template = View.battleEnemySlotTemplate;
if (template == null || View.enemySlotsRoot == null)
{
Log.Warning("BattleForm enemy slots are not configured.");
return;
}
template.gameObject.SetActive(false);
ClearSlots(View.enemySlotsRoot, template.transform);
foreach (BattleUnitView unit in view.Units)
{
if (unit.Faction != BattleFaction.Enemy)
{
continue;
}
BattleEnemySlotItem slot = Instantiate(template, View.enemySlotsRoot);
slot.gameObject.SetActive(true);
slot.SetEnemy(unit, unit.BattleUnitId == view.CurrentActorUnitId);
}
}
private void RefreshTurnSlots(BattleViewState view)
{
BattleTurnSlotItem template = View.battleTurnSlotTemplate;
if (template == null || View.turnSlotsRoot == null)
{
Log.Warning("BattleForm turn slots are not configured.");
return;
}
if (view.RoundNumber != _displayedRound)
{
RebuildTurnSlots(view, template);
_displayedRound = view.RoundNumber;
return;
}
// 同轮内只移动当前行动者高亮,不隐藏已行动单位
for (int i = 0; i < _turnSlots.Count; i++)
{
_turnSlots[i].SetCurrentActor(_turnSlotUnitIds[i] == view.CurrentActorUnitId);
}
}
/// <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,
/// 当前行动者高亮;本轮内已行动单位保持可见。
/// </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)
{
if (unit.IsDefeated || unit.IsEscaped)
{
continue;
}
BattleTurnSlotItem slot = Instantiate(template, View.turnSlotsRoot);
slot.gameObject.SetActive(true);
slot.SetTurnSlot(unit, unit.BattleUnitId == view.CurrentActorUnitId);
_turnSlots.Add(slot);
_turnSlotUnitIds.Add(unit.BattleUnitId);
}
}
private void RefreshActionPanel(BattleViewState view)
{
if (_result != null)
{
View.currentActorText.text = GetOutcomeText(_result.Outcome);
View.attackButton.interactable = false;
return;
}
BattleUnitView actor = FindUnit(view, view.CurrentActorUnitId);
bool playerTurn = actor != null && actor.Faction == BattleFaction.Player;
View.currentActorText.text = string.Format("第 {0} 轮 {1} 行动",
view.RoundNumber, actor != null ? BattleUnitViewHelper.GetDisplayName(actor) : string.Empty);
View.attackButton.interactable = playerTurn;
}
private static string GetOutcomeText(BattleOutcome outcome)
{
switch (outcome)
{
case BattleOutcome.Victory:
return "胜利!";
case BattleOutcome.AllEscaped:
return "全员逃跑";
case BattleOutcome.PartialEscapeDefeat:
return "部分逃跑,战斗失败";
case BattleOutcome.TotalDefeat:
return "全员阵亡,单局失败";
default:
return string.Empty;
}
}
private static int FindAttackActionId(BattleViewState view)
{
foreach (int actionId in view.AvailableActionIds)
{
BattleActionConfig action = GameEntry.Luban.Get<BattleActionConfig>(actionId);
if (action != null && action.ActionType == BattleActionType.Attack)
{
return actionId;
}
}
return 0;
}
private static int FindFirstActiveEnemy(BattleViewState view)
{
foreach (BattleUnitView unit in view.Units)
{
if (unit.Faction == BattleFaction.Enemy && !unit.IsDefeated && !unit.IsEscaped)
{
return unit.BattleUnitId;
}
}
return 0;
}
private static BattleUnitView FindUnit(BattleViewState view, int unitId)
{
foreach (BattleUnitView unit in view.Units)
{
if (unit.BattleUnitId == unitId)
{
return unit;
}
}
return null;
}
private BattleActorCardItem GetPlayerCard(int index)
{
switch (index)
{
case 0:
return View.playerCard1;
case 1:
return View.playerCard2;
case 2:
return View.playerCard3;
case 3:
return View.playerCard4;
default:
return null;
}
}
private static void ClearSlots(RectTransform root, Transform template)
{
for (int i = root.childCount - 1; i >= 0; i--)
{
Transform child = root.GetChild(i);
if (child == template)
{
continue;
}
Destroy(child.gameObject);
}
}
private void OnSkillButtonClick()
{
Log.Info("BattleForm placeholder: skill clicked.");
// M3 接入
}
private void OnItemButtonClick()
{
Log.Info("BattleForm placeholder: item clicked.");
// 道具首版禁用,不产生指令
}
private void OnEscapeButtonClick()
{
Log.Info("BattleForm placeholder: escape clicked.");
// M5 接入
}
}
}
@@ -1,3 +1,7 @@
using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Battle;
using SepCore.Definition;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -11,17 +15,62 @@ namespace SepCore.UI
[SerializeField] private Image icon;
[SerializeField] private TextMeshProUGUI label;
public GameObject ActiveMarker => activeMarker;
public Image Icon => icon;
public TextMeshProUGUI Label => label;
private int _iconVersion;
#if UNITY_EDITOR
public void ConfigureEditor(GameObject marker, Image iconImage, TextMeshProUGUI slotLabel)
/// <summary>
/// 填充一个回合顺序槽:单位显示名、配置图标与当前行动者标记。
/// </summary>
public void SetTurnSlot(BattleUnitView unit, bool isCurrentActor)
{
activeMarker = marker;
icon = iconImage;
label = slotLabel;
if (unit == null)
{
return;
}
if (label != null)
{
label.text = BattleUnitViewHelper.GetDisplayName(unit);
}
SetCurrentActor(isCurrentActor);
_iconVersion++;
LoadIconAsync(unit, _iconVersion).Forget();
}
/// <summary>
/// 只更新当前行动者标记,不改变显示名。
/// 同轮内单位行动后由 Logic 逐槽移动高亮。
/// </summary>
public void SetCurrentActor(bool isCurrentActor)
{
if (activeMarker != null)
{
activeMarker.SetActive(isCurrentActor);
}
}
/// <summary>
/// 异步加载单位图标(玩家/敌人分别走各自配置);iconVersion 防止旧加载覆盖新内容。
/// </summary>
private async UniTaskVoid LoadIconAsync(BattleUnitView unit, int iconVersion)
{
SpriteConfig iconConfig = unit.Faction == BattleFaction.Player
? BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId)
: BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId);
if (iconConfig == null || icon == null)
{
return;
}
Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
if (sprite == null || _iconVersion != iconVersion)
{
return;
}
icon.sprite = sprite;
icon.gameObject.SetActive(true);
}
#endif
}
}
}
@@ -0,0 +1,52 @@
using SepCore.Battle;
using SepCore.Definition;
namespace SepCore.UI
{
/// <summary>
/// 战斗单位视图的显示辅助:名称与图标解析。
/// 玩家图标来自 CharacterConfig.Icon_Ref,敌人图标来自 EnemyConfig.Icon_Ref。
/// </summary>
public static class BattleUnitViewHelper
{
/// <summary>
/// 获取单位显示名;配置缺失时回退为配置 ID。
/// </summary>
public static string GetDisplayName(BattleUnitView unit)
{
if (unit == null)
{
return string.Empty;
}
if (unit.Faction == BattleFaction.Player)
{
CharacterConfig config = GameEntry.Luban.Get<CharacterConfig>(unit.ConfigId);
return config != null ? config.Name : unit.ConfigId.ToString();
}
else
{
EnemyConfig config = GameEntry.Luban.Get<EnemyConfig>(unit.ConfigId);
return config != null ? config.Name : unit.ConfigId.ToString();
}
}
/// <summary>
/// 获取玩家单位图标配置;配置缺失时返回 null。
/// </summary>
public static SpriteConfig GetPlayerIconConfig(int characterId)
{
CharacterConfig config = GameEntry.Luban.Get<CharacterConfig>(characterId);
return config != null ? config.Icon_Ref : null;
}
/// <summary>
/// 获取敌人单位图标配置;配置缺失时返回 null。
/// </summary>
public static SpriteConfig GetEnemyIconConfig(int enemyId)
{
EnemyConfig config = GameEntry.Luban.Get<EnemyConfig>(enemyId);
return config != null ? config.Icon_Ref : null;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -12,7 +12,7 @@ namespace SepCore.UI
[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard2;
[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard3;
[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard4;
[SerializeField] public global::UnityEngine.UI.HorizontalLayoutGroup enemySlotsRoot;
[SerializeField] public global::UnityEngine.RectTransform enemySlotsRoot;
[SerializeField] public global::SepCore.UI.BattleEnemySlotItem battleEnemySlotTemplate;
[SerializeField] public global::TMPro.TextMeshProUGUI currentActorText;
[SerializeField] public global::UnityEngine.UI.Button attackButton;