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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@@ -267,7 +267,7 @@ MonoBehaviour:
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playerCard2: {fileID: 17428003479946422}
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playerCard3: {fileID: 7735077048895435792}
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playerCard4: {fileID: 20465036694219600}
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enemySlotsRoot: {fileID: 2896567169176617828}
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enemySlotsRoot: {fileID: 2225454379744901781}
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battleEnemySlotTemplate: {fileID: 9135779921912607044}
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currentActorText: {fileID: 3734726615128117434}
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attackButton: {fileID: 4646156403976603773}
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@@ -1900,11 +1900,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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componentReferences:
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- component: {fileID: 2225454379744901781}
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generateReference: 0
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variableName: enemyRootRectTransform
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- component: {fileID: 2896567169176617828}
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generateReference: 1
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variableName: enemySlotsRoot
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- component: {fileID: 2896567169176617828}
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generateReference: 0
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variableName: enemySlotsRoot
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--- !u!1 &2613939670594043691
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GameObject:
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m_ObjectHideFlags: 0
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