M0 回合制战斗壳层:接口与单局状态、调试入口、暂停联动
This commit is contained in:
@@ -12,10 +12,22 @@ public partial class GameEntry : MonoBehaviour
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public static SaveComponent Save { get; private set; }
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public static RandomComponent Random { get; private set; }
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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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Luban = UnityGameFramework.Runtime.GameEntry.GetComponent<LubanComponent>();
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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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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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folderAsset: yes
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,178 @@
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using System.Collections.Generic;
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using SepCore.Definition;
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namespace SepCore.Battle
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{
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/// <summary>
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/// 单个效果对单个目标产生的数值或状态变化。
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/// </summary>
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public sealed class BattleActionEffectRecord
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{
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/// <summary>
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/// 目标单位。
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/// </summary>
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public readonly int TargetUnitId;
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/// <summary>
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/// 效果结算前的 HP。
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/// </summary>
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public readonly int BeforeHp;
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/// <summary>
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/// 效果结算后的 HP。
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/// </summary>
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public readonly int AfterHp;
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/// <summary>
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/// 效果结算前的 MP。
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/// </summary>
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public readonly int BeforeMp;
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/// <summary>
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/// 效果结算后的 MP。
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/// </summary>
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public readonly int AfterMp;
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/// <summary>
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/// 状态变化列表;无状态变化时为空。
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/// </summary>
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public readonly IReadOnlyList<BattleStatusChangeRecord> StatusChanges;
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public BattleActionEffectRecord(int targetUnitId, int beforeHp, int afterHp, int beforeMp, int afterMp,
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IReadOnlyList<BattleStatusChangeRecord> statusChanges)
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{
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TargetUnitId = targetUnitId;
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BeforeHp = beforeHp;
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AfterHp = afterHp;
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BeforeMp = beforeMp;
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AfterMp = afterMp;
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StatusChanges = statusChanges != null ? Copy(statusChanges) : new BattleStatusChangeRecord[0];
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}
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private static BattleStatusChangeRecord[] Copy(IReadOnlyList<BattleStatusChangeRecord> source)
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{
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BattleStatusChangeRecord[] copy = new BattleStatusChangeRecord[source.Count];
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for (int i = 0; i < source.Count; i++)
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{
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copy[i] = source[i];
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}
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return copy;
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}
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}
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/// <summary>
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/// 状态变化记录。
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/// </summary>
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public sealed class BattleStatusChangeRecord
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{
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/// <summary>
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/// 状态类型。
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/// </summary>
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public readonly BattleStatusType StatusType;
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/// <summary>
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/// 变化后的剩余持续次数;状态被移除时为 0。
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/// </summary>
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public readonly int RemainingRounds;
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public BattleStatusChangeRecord(BattleStatusType statusType, int remainingRounds)
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{
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StatusType = statusType;
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RemainingRounds = remainingRounds;
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}
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}
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/// <summary>
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/// 一次行动产生的有序行动记录。
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/// 首版 UI 立即消费并显示;未来动画系统可以逐条等待播放,不需要修改战斗规则内核。
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/// </summary>
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public sealed class BattleActionRecord
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{
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/// <summary>
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/// 行动者。
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/// </summary>
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public readonly int ActorUnitId;
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/// <summary>
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/// 指令类型,对应配表 BattleActionType。
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/// </summary>
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public readonly BattleActionType CommandType;
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/// <summary>
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/// 攻击或技能配置 ID;逃跑为 0。
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/// </summary>
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public readonly int ActionConfigId;
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/// <summary>
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/// 按结算顺序排列的效果记录。
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/// </summary>
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public readonly IReadOnlyList<BattleActionEffectRecord> Effects;
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public BattleActionRecord(int actorUnitId, BattleActionType commandType, int actionConfigId,
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IReadOnlyList<BattleActionEffectRecord> effects)
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{
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ActorUnitId = actorUnitId;
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CommandType = commandType;
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ActionConfigId = actionConfigId;
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Effects = effects != null ? Copy(effects) : new BattleActionEffectRecord[0];
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}
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private static BattleActionEffectRecord[] Copy(IReadOnlyList<BattleActionEffectRecord> source)
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{
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BattleActionEffectRecord[] copy = new BattleActionEffectRecord[source.Count];
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for (int i = 0; i < source.Count; i++)
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{
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copy[i] = source[i];
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}
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return copy;
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}
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}
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/// <summary>
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/// 战斗推进返回值。
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/// </summary>
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public sealed class BattleAdvance
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{
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/// <summary>
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/// 本次推进产生的有序行动记录列表。
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/// </summary>
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public readonly IReadOnlyList<BattleActionRecord> Records;
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/// <summary>
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/// 推进结束后的只读战斗快照。
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/// </summary>
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public readonly BattleSnapshot Snapshot;
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/// <summary>
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/// 流程状态。
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/// </summary>
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public readonly BattleFlowState FlowState;
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/// <summary>
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/// 仅在 Completed 时存在,否则为 null。
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/// </summary>
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public readonly BattleResult Result;
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public BattleAdvance(IReadOnlyList<BattleActionRecord> records, BattleSnapshot snapshot,
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BattleFlowState flowState, BattleResult result)
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{
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Records = records != null ? Copy(records) : new BattleActionRecord[0];
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Snapshot = snapshot;
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FlowState = flowState;
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Result = result;
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}
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private static BattleActionRecord[] Copy(IReadOnlyList<BattleActionRecord> source)
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{
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BattleActionRecord[] copy = new BattleActionRecord[source.Count];
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for (int i = 0; i < source.Count; i++)
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{
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copy[i] = source[i];
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}
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return copy;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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@@ -0,0 +1,52 @@
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using System.Collections.Generic;
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using SepCore.Definition;
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namespace SepCore.Battle
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{
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/// <summary>
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/// 玩家指令。
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/// 非法指令(错误行动者、错误阵营、错误目标数量、阵亡或逃跑目标)不得消耗 MP、行动机会或随机数。
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/// </summary>
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public sealed class BattleCommand
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{
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/// <summary>
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/// 当前获得行动机会的玩家单位。
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/// </summary>
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public readonly int ActorUnitId;
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/// <summary>
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/// 指令类型,对应配表 BattleActionType。
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/// </summary>
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public readonly BattleActionType CommandType;
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/// <summary>
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/// 攻击或技能对应的配置 ID;逃跑为 0。
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/// </summary>
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public readonly int ActionConfigId;
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/// <summary>
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/// 按目标类型解析后的唯一运行时目标列表。
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/// </summary>
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public readonly IReadOnlyList<int> TargetUnitIds;
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public BattleCommand(int actorUnitId, BattleActionType commandType, int actionConfigId,
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IReadOnlyList<int> targetUnitIds)
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{
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ActorUnitId = actorUnitId;
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CommandType = commandType;
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ActionConfigId = actionConfigId;
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TargetUnitIds = targetUnitIds != null ? Copy(targetUnitIds) : new int[0];
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}
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private static int[] Copy(IReadOnlyList<int> source)
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{
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int[] copy = new int[source.Count];
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for (int i = 0; i < source.Count; i++)
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{
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copy[i] = source[i];
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}
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return copy;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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@@ -0,0 +1,31 @@
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namespace SepCore.Battle
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{
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/// <summary>
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/// 遭遇输入,由探索层在碰撞发生时创建。
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/// 地图坐标、碰撞器、GameObject 和警惕组件不进入战斗请求,由探索层继续持有。
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/// </summary>
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public sealed class BattleEncounter
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{
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/// <summary>
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/// 触发碰撞的地图敌人实例的单局唯一标识;不能使用敌人配置 ID 代替。
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/// </summary>
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public readonly int EncounterId;
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/// <summary>
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/// 该地图敌人代表的敌人队伍预设 ID。
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/// </summary>
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public readonly int EnemyPartyConfigId;
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/// <summary>
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/// 碰撞时敌人警惕值未满为 true,否则为 false。
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/// </summary>
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public readonly bool IsPreemptive;
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public BattleEncounter(int encounterId, int enemyPartyConfigId, bool isPreemptive)
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{
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EncounterId = encounterId;
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EnemyPartyConfigId = enemyPartyConfigId;
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IsPreemptive = isPreemptive;
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
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namespace SepCore.Battle
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{
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/// <summary>
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/// 战斗单位阵营。
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/// </summary>
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public enum BattleFaction
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{
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/// <summary>
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/// 玩家阵营。
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/// </summary>
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Player,
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/// <summary>
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/// 敌人阵营。
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/// </summary>
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Enemy,
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,18 @@
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namespace SepCore.Battle
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{
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/// <summary>
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/// 战斗流程状态。
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/// </summary>
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public enum BattleFlowState
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{
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/// <summary>
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/// 等待当前玩家行动者提交指令。
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/// </summary>
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AwaitingPlayerCommand,
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/// <summary>
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/// 战斗完成,结果已产出。
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/// </summary>
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Completed,
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,28 @@
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namespace SepCore.Battle
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{
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/// <summary>
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/// 战斗结束结果,四种结果互斥。
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/// </summary>
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public enum BattleOutcome
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{
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/// <summary>
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/// 所有敌人阵亡。
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/// </summary>
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Victory,
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/// <summary>
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/// 所有玩家成功逃跑,且没有玩家阵亡。
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/// </summary>
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AllEscaped,
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/// <summary>
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/// 至少一名玩家逃跑,其余仍在战斗中的玩家全部阵亡。
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/// </summary>
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PartialEscapeDefeat,
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/// <summary>
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/// 所有玩家阵亡,没有任何玩家成功逃跑。
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/// </summary>
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TotalDefeat,
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,80 @@
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namespace SepCore.Battle
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{
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/// <summary>
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/// 玩家输入快照,是进入本场战斗时的值快照。
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/// 装备计算由单局角色快照构建器完成;战斗内核不读取角色存档、装备栏或背包。
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/// </summary>
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public sealed class BattlePlayerInput
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{
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/// <summary>
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/// 角色配置标识;同时用于把结果回写到单局角色状态。
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/// </summary>
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public readonly int CharacterId;
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/// <summary>
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/// 当前战备中的顺序。
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/// </summary>
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public readonly int PartyOrder;
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/// <summary>
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/// 单局临时状态中的当前 HP。
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/// </summary>
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public readonly int CurrentHp;
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/// <summary>
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/// 单局临时状态中的当前 MP。
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/// </summary>
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public readonly int CurrentMp;
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/// <summary>
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/// 已结算装备加成的最终 HP 上限。
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/// </summary>
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public readonly int MaxHp;
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/// <summary>
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/// 已结算装备加成的最终 MP 上限。
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/// </summary>
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public readonly int MaxMp;
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/// <summary>
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/// 已结算装备加成的最终攻击。
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/// </summary>
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public readonly int Atk;
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/// <summary>
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/// 已结算装备加成的最终魔力。
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/// </summary>
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public readonly int Mat;
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/// <summary>
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/// 已结算装备加成的最终速度。
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/// </summary>
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public readonly int Speed;
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||||
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||||
/// <summary>
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||||
/// 普通攻击行动配置 ID。
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||||
/// </summary>
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||||
public readonly int AttackActionId;
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||||
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/// <summary>
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||||
/// 该角色首版唯一技能行动配置 ID。
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||||
/// </summary>
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||||
public readonly int SkillActionId;
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||||
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||||
public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp,
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||||
int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId)
|
||||
{
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||||
CharacterId = characterId;
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||||
PartyOrder = partyOrder;
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||||
CurrentHp = currentHp;
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||||
CurrentMp = currentMp;
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MaxHp = maxHp;
|
||||
MaxMp = maxMp;
|
||||
Atk = atk;
|
||||
Mat = mat;
|
||||
Speed = speed;
|
||||
AttackActionId = attackActionId;
|
||||
SkillActionId = skillActionId;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c518c47a9854ba19045abd1f211eb7d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 每名参战玩家的战后结果。
|
||||
/// 保留原始战斗值:阵亡者 HP 为 0;恢复 1/1 的规则由 RunBattleCoordinator 统一应用。
|
||||
/// </summary>
|
||||
public sealed class BattlePlayerResult
|
||||
{
|
||||
/// <summary>
|
||||
/// 角色配置标识。
|
||||
/// </summary>
|
||||
public readonly int CharacterId;
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结束时的当前 HP。
|
||||
/// </summary>
|
||||
public readonly int CurrentHp;
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结束时的当前 MP。
|
||||
/// </summary>
|
||||
public readonly int CurrentMp;
|
||||
|
||||
/// <summary>
|
||||
/// 是否在本场战斗中阵亡。
|
||||
/// </summary>
|
||||
public readonly bool WasDefeated;
|
||||
|
||||
/// <summary>
|
||||
/// 是否在本场战斗中成功逃跑。
|
||||
/// </summary>
|
||||
public readonly bool Escaped;
|
||||
|
||||
public BattlePlayerResult(int characterId, int currentHp, int currentMp, bool wasDefeated, bool escaped)
|
||||
{
|
||||
CharacterId = characterId;
|
||||
CurrentHp = currentHp;
|
||||
CurrentMp = currentMp;
|
||||
WasDefeated = wasDefeated;
|
||||
Escaped = escaped;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结果。
|
||||
/// </summary>
|
||||
public sealed class BattleResult
|
||||
{
|
||||
/// <summary>
|
||||
/// 关联原地图敌人实例。
|
||||
/// </summary>
|
||||
public readonly int EncounterId;
|
||||
|
||||
/// <summary>
|
||||
/// 四种战斗结果之一。
|
||||
/// </summary>
|
||||
public readonly BattleOutcome Outcome;
|
||||
|
||||
/// <summary>
|
||||
/// 每名参战玩家的原始战后结果。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<BattlePlayerResult> Players;
|
||||
|
||||
public BattleResult(int encounterId, BattleOutcome outcome, IReadOnlyList<BattlePlayerResult> players)
|
||||
{
|
||||
EncounterId = encounterId;
|
||||
Outcome = outcome;
|
||||
Players = players != null ? Copy(players) : new BattlePlayerResult[0];
|
||||
}
|
||||
|
||||
private static BattlePlayerResult[] Copy(IReadOnlyList<BattlePlayerResult> source)
|
||||
{
|
||||
BattlePlayerResult[] copy = new BattlePlayerResult[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da5169df3c26408ba2b665960f5632fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,82 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 探索恢复计划,由 RunBattleCoordinator 根据战斗结果统一生成,探索层只执行计划。
|
||||
/// 探索层不得再次根据玩家 HP 或逃跑数量重判战斗结果。
|
||||
/// </summary>
|
||||
public sealed class BattleReturnPlan
|
||||
{
|
||||
/// <summary>
|
||||
/// 关联原地图敌人实例。
|
||||
/// </summary>
|
||||
public readonly int EncounterId;
|
||||
|
||||
/// <summary>
|
||||
/// 战斗结果。
|
||||
/// </summary>
|
||||
public readonly BattleOutcome Outcome;
|
||||
|
||||
/// <summary>
|
||||
/// 回写后的玩家临时状态(含 1/1 恢复规则应用后的结果)。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<BattlePlayerResult> Players;
|
||||
|
||||
/// <summary>
|
||||
/// 是否移除触发敌人(胜利)。
|
||||
/// </summary>
|
||||
public readonly bool RemoveEncounterEnemy;
|
||||
|
||||
/// <summary>
|
||||
/// 是否保留并恢复触发敌人,下次按完整预设重建(逃跑类结果)。
|
||||
/// </summary>
|
||||
public readonly bool ResetEncounterEnemy;
|
||||
|
||||
/// <summary>
|
||||
/// 是否使用本局随机源结算掉落(胜利)。
|
||||
/// </summary>
|
||||
public readonly bool ShouldRollDrops;
|
||||
|
||||
/// <summary>
|
||||
/// 逃跑类结果的保护时间(毫秒);其他结果为 0。
|
||||
/// </summary>
|
||||
public readonly int ProtectionMs;
|
||||
|
||||
/// <summary>
|
||||
/// 是否恢复探索更新。
|
||||
/// </summary>
|
||||
public readonly bool ShouldResumeExploration;
|
||||
|
||||
/// <summary>
|
||||
/// 是否以单局失败结束,不返回探索。
|
||||
/// </summary>
|
||||
public readonly bool EndsRunAsDefeated;
|
||||
|
||||
public BattleReturnPlan(int encounterId, BattleOutcome outcome,
|
||||
IReadOnlyList<BattlePlayerResult> players, bool removeEncounterEnemy, bool resetEncounterEnemy,
|
||||
bool shouldRollDrops, int protectionMs, bool shouldResumeExploration, bool endsRunAsDefeated)
|
||||
{
|
||||
EncounterId = encounterId;
|
||||
Outcome = outcome;
|
||||
Players = players != null ? Copy(players) : new BattlePlayerResult[0];
|
||||
RemoveEncounterEnemy = removeEncounterEnemy;
|
||||
ResetEncounterEnemy = resetEncounterEnemy;
|
||||
ShouldRollDrops = shouldRollDrops;
|
||||
ProtectionMs = protectionMs;
|
||||
ShouldResumeExploration = shouldResumeExploration;
|
||||
EndsRunAsDefeated = endsRunAsDefeated;
|
||||
}
|
||||
|
||||
private static BattlePlayerResult[] Copy(IReadOnlyList<BattlePlayerResult> source)
|
||||
{
|
||||
BattlePlayerResult[] copy = new BattlePlayerResult[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec4ca0d279034f4a939fd35aedab383e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,223 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 单位剩余状态快照。
|
||||
/// </summary>
|
||||
public sealed class BattleStatusSnapshot
|
||||
{
|
||||
/// <summary>
|
||||
/// 状态类型。
|
||||
/// </summary>
|
||||
public readonly BattleStatusType StatusType;
|
||||
|
||||
/// <summary>
|
||||
/// 剩余持续次数(行动机会);重复施加取较大值,移除后为 0。
|
||||
/// </summary>
|
||||
public readonly int RemainingRounds;
|
||||
|
||||
public BattleStatusSnapshot(BattleStatusType statusType, int remainingRounds)
|
||||
{
|
||||
StatusType = statusType;
|
||||
RemainingRounds = remainingRounds;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 单个战斗单位的只读视图。
|
||||
/// </summary>
|
||||
public sealed class BattleUnitSnapshot
|
||||
{
|
||||
/// <summary>
|
||||
/// 本场战斗单位的唯一运行时标识;重复配置的敌人拥有不同 ID。
|
||||
/// </summary>
|
||||
public readonly int BattleUnitId;
|
||||
|
||||
/// <summary>
|
||||
/// 阵营。
|
||||
/// </summary>
|
||||
public readonly BattleFaction Faction;
|
||||
|
||||
/// <summary>
|
||||
/// 配置标识:玩家为 CharacterId,敌人为 EnemyConfigId。
|
||||
/// </summary>
|
||||
public readonly int ConfigId;
|
||||
|
||||
/// <summary>
|
||||
/// 同阵营同速度的最终并列规则顺序。
|
||||
/// </summary>
|
||||
public readonly int PartyOrder;
|
||||
|
||||
/// <summary>
|
||||
/// 当前 HP。
|
||||
/// </summary>
|
||||
public readonly int CurrentHp;
|
||||
|
||||
/// <summary>
|
||||
/// HP 上限。
|
||||
/// </summary>
|
||||
public readonly int MaxHp;
|
||||
|
||||
/// <summary>
|
||||
/// 当前 MP。
|
||||
/// </summary>
|
||||
public readonly int CurrentMp;
|
||||
|
||||
/// <summary>
|
||||
/// MP 上限。
|
||||
/// </summary>
|
||||
public readonly int MaxMp;
|
||||
|
||||
/// <summary>
|
||||
/// 攻击。
|
||||
/// </summary>
|
||||
public readonly int Atk;
|
||||
|
||||
/// <summary>
|
||||
/// 魔力。
|
||||
/// </summary>
|
||||
public readonly int Mat;
|
||||
|
||||
/// <summary>
|
||||
/// 当前速度。
|
||||
/// </summary>
|
||||
public readonly int Speed;
|
||||
|
||||
/// <summary>
|
||||
/// 是否阵亡。
|
||||
/// </summary>
|
||||
public readonly bool IsDefeated;
|
||||
|
||||
/// <summary>
|
||||
/// 是否已逃跑。
|
||||
/// </summary>
|
||||
public readonly bool IsEscaped;
|
||||
|
||||
/// <summary>
|
||||
/// 剩余状态列表。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<BattleStatusSnapshot> Statuses;
|
||||
|
||||
/// <summary>
|
||||
/// 可用行动配置 ID 列表。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<int> AvailableActionIds;
|
||||
|
||||
public BattleUnitSnapshot(int battleUnitId, BattleFaction faction, int configId, int partyOrder,
|
||||
int currentHp, int maxHp, int currentMp, int maxMp, int atk, int mat, int speed,
|
||||
bool isDefeated, bool isEscaped, IReadOnlyList<BattleStatusSnapshot> statuses,
|
||||
IReadOnlyList<int> availableActionIds)
|
||||
{
|
||||
BattleUnitId = battleUnitId;
|
||||
Faction = faction;
|
||||
ConfigId = configId;
|
||||
PartyOrder = partyOrder;
|
||||
CurrentHp = currentHp;
|
||||
MaxHp = maxHp;
|
||||
CurrentMp = currentMp;
|
||||
MaxMp = maxMp;
|
||||
Atk = atk;
|
||||
Mat = mat;
|
||||
Speed = speed;
|
||||
IsDefeated = isDefeated;
|
||||
IsEscaped = isEscaped;
|
||||
Statuses = statuses != null ? Copy(statuses) : new BattleStatusSnapshot[0];
|
||||
AvailableActionIds = availableActionIds != null ? Copy(availableActionIds) : new int[0];
|
||||
}
|
||||
|
||||
private static BattleStatusSnapshot[] Copy(IReadOnlyList<BattleStatusSnapshot> source)
|
||||
{
|
||||
BattleStatusSnapshot[] copy = new BattleStatusSnapshot[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
private static int[] Copy(IReadOnlyList<int> source)
|
||||
{
|
||||
int[] copy = new int[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 只读战斗快照,是 UI 和敌人策略唯一允许读取的战斗状态。
|
||||
/// 每次推进都创建逻辑上的只读快照,不把可修改的内部列表或战斗单位引用暴露给调用方。
|
||||
/// </summary>
|
||||
public sealed class BattleSnapshot
|
||||
{
|
||||
/// <summary>
|
||||
/// 当前轮次,从 1 开始。
|
||||
/// </summary>
|
||||
public readonly int RoundNumber;
|
||||
|
||||
/// <summary>
|
||||
/// 当前是否为先制战斗第一轮。
|
||||
/// </summary>
|
||||
public readonly bool IsPreemptiveRound;
|
||||
|
||||
/// <summary>
|
||||
/// 当前行动者;战斗完成时为 0。
|
||||
/// </summary>
|
||||
public readonly int CurrentActorUnitId;
|
||||
|
||||
/// <summary>
|
||||
/// 全部单位的只读视图,保持稳定显示顺序。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<BattleUnitSnapshot> Units;
|
||||
|
||||
/// <summary>
|
||||
/// 本轮从当前行动者开始的剩余运行时单位 ID;速度变化后重建。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<int> RemainingTurnOrder;
|
||||
|
||||
/// <summary>
|
||||
/// 流程状态。
|
||||
/// </summary>
|
||||
public readonly BattleFlowState FlowState;
|
||||
|
||||
public BattleSnapshot(int roundNumber, bool isPreemptiveRound, int currentActorUnitId,
|
||||
IReadOnlyList<BattleUnitSnapshot> units, IReadOnlyList<int> remainingTurnOrder,
|
||||
BattleFlowState flowState)
|
||||
{
|
||||
RoundNumber = roundNumber;
|
||||
IsPreemptiveRound = isPreemptiveRound;
|
||||
CurrentActorUnitId = currentActorUnitId;
|
||||
Units = units != null ? Copy(units) : new BattleUnitSnapshot[0];
|
||||
RemainingTurnOrder = remainingTurnOrder != null ? Copy(remainingTurnOrder) : new int[0];
|
||||
FlowState = flowState;
|
||||
}
|
||||
|
||||
private static BattleUnitSnapshot[] Copy(IReadOnlyList<BattleUnitSnapshot> source)
|
||||
{
|
||||
BattleUnitSnapshot[] copy = new BattleUnitSnapshot[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
private static int[] Copy(IReadOnlyList<int> source)
|
||||
{
|
||||
int[] copy = new int[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5bfa0a211d34ba6874d7d0b276192a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,58 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.CustomComponent;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 战斗启动请求,创建后视为只读。
|
||||
/// 战斗开始失败时不得消耗随机数、修改单局状态或暂停状态计数。
|
||||
/// </summary>
|
||||
public sealed class BattleStartRequest
|
||||
{
|
||||
/// <summary>
|
||||
/// 用于将结果关联回地图敌人实例。
|
||||
/// </summary>
|
||||
public readonly int EncounterId;
|
||||
|
||||
/// <summary>
|
||||
/// 1 到 4 个玩家输入,保持战备顺序。
|
||||
/// </summary>
|
||||
public readonly IReadOnlyList<BattlePlayerInput> Players;
|
||||
|
||||
/// <summary>
|
||||
/// 用于按队伍预设创建 1 到 4 个敌人运行时单位。
|
||||
/// </summary>
|
||||
public readonly int EnemyPartyConfigId;
|
||||
|
||||
/// <summary>
|
||||
/// 是否启用第一轮玩家先制。
|
||||
/// </summary>
|
||||
public readonly bool IsPreemptive;
|
||||
|
||||
/// <summary>
|
||||
/// 当前单局唯一的随机源实例,来自 RandomComponent,不创建战斗私有随机源。
|
||||
/// </summary>
|
||||
public readonly IRunRandomSource Random;
|
||||
|
||||
public BattleStartRequest(int encounterId, IReadOnlyList<BattlePlayerInput> players,
|
||||
int enemyPartyConfigId, bool isPreemptive, IRunRandomSource random)
|
||||
{
|
||||
EncounterId = encounterId;
|
||||
Players = players != null ? Copy(players) : new BattlePlayerInput[0];
|
||||
EnemyPartyConfigId = enemyPartyConfigId;
|
||||
IsPreemptive = isPreemptive;
|
||||
Random = random;
|
||||
}
|
||||
|
||||
private static BattlePlayerInput[] Copy(IReadOnlyList<BattlePlayerInput> source)
|
||||
{
|
||||
BattlePlayerInput[] copy = new BattlePlayerInput[source.Count];
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
copy[i] = source[i];
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 040ffec92b064e3fbd9d9a8db9b39291
|
||||
MonoImporter:
|
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externalObjects: {}
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||||
serializedVersion: 2
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||||
userData:
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||||
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|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 战斗配置访问接口,隔离 BattleSession 与 GameEntry.Luban。
|
||||
/// 运行时适配器读取现有 Luban 表,测试使用内存配置。
|
||||
/// 配置缺失属于战斗启动失败,不允许用零值单位继续战斗。
|
||||
/// </summary>
|
||||
public interface IBattleConfigProvider
|
||||
{
|
||||
/// <summary>
|
||||
/// 按 ID 获取敌人队伍预设。
|
||||
/// </summary>
|
||||
EnemyPartyConfig GetEnemyParty(int id);
|
||||
|
||||
/// <summary>
|
||||
/// 按 ID 获取敌人配置。
|
||||
/// </summary>
|
||||
EnemyConfig GetEnemy(int id);
|
||||
|
||||
/// <summary>
|
||||
/// 按 ID 获取行动配置。
|
||||
/// </summary>
|
||||
BattleActionConfig GetAction(int id);
|
||||
|
||||
/// <summary>
|
||||
/// 获取全局配置。
|
||||
/// </summary>
|
||||
GlobalConfig GetGlobal();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bf1d3721d95a45a0a88d81baae7ec0f7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,20 @@
|
||||
using SepCore.CustomComponent;
|
||||
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 敌人策略接口。
|
||||
/// 策略只读取快照并返回指令,不直接修改 BattleSession。
|
||||
/// 当前没有可执行行动时,本次行动机会记为跳过,不能形成无限循环。
|
||||
/// </summary>
|
||||
public interface IEnemyBattlePolicy
|
||||
{
|
||||
/// <summary>
|
||||
/// 为当前敌人行动者决定指令。
|
||||
/// </summary>
|
||||
/// <param name="snapshot">只读战斗快照。</param>
|
||||
/// <param name="actorUnitId">当前获得行动机会的敌人单位。</param>
|
||||
/// <param name="random">本局共享随机源。</param>
|
||||
BattleCommand Decide(BattleSnapshot snapshot, int actorUnitId, IRunRandomSource random);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e803cf69950a4fb9b0b8d63603f99a4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,16 @@
|
||||
namespace SepCore.Battle
|
||||
{
|
||||
/// <summary>
|
||||
/// 探索层恢复接口。
|
||||
/// 碰撞方主动把 BattleEncounter 交给 RunBattleCoordinator;协调器不扫描场景寻找敌人。
|
||||
/// ApplyBattleReturn 必须按 EncounterId 精确操作触发敌人,不能按 EnemyConfigId 批量处理同类敌人。
|
||||
/// </summary>
|
||||
public interface IExplorationBattleBridge
|
||||
{
|
||||
/// <summary>
|
||||
/// 执行探索恢复计划。
|
||||
/// </summary>
|
||||
/// <param name="plan">由 RunBattleCoordinator 生成的恢复计划。</param>
|
||||
void ApplyBattleReturn(BattleReturnPlan plan);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf022ae8498b418784037549ce415e3a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bdc9ce5dfa33f4f409f98053881b767a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,20 @@
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 本局共享随机数接口。
|
||||
/// 同一单局的地图生成、敌人 AI、逃跑和敌人掉落依次消费同一个实例;
|
||||
/// 战斗不能根据 EncounterId、回合数或当前时间重新播种。
|
||||
/// </summary>
|
||||
public interface IRunRandomSource
|
||||
{
|
||||
/// <summary>
|
||||
/// 返回 [minInclusive, maxExclusive) 范围内的随机整数。
|
||||
/// </summary>
|
||||
int NextInt(int minInclusive, int maxExclusive);
|
||||
|
||||
/// <summary>
|
||||
/// 以千分比概率判定是否成功;RollPermille(0) 必失败,RollPermille(1000) 必成功。
|
||||
/// </summary>
|
||||
bool RollPermille(int successPermille);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e17f39494674cf08295b96df17642e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,46 @@
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 单局共享随机组件。
|
||||
/// 种子由局外(战备/部署界面玩家输入)带入,进入单局时初始化;
|
||||
/// 地图生成、物资点、敌人 AI、逃跑判定和敌人掉落依次消费同一个随机源,
|
||||
/// 战斗只沿用该随机源,不创建战斗私有随机源。
|
||||
/// 对应 Docs/GameDesign/03_RunExploration.md 的随机生成器约定。
|
||||
/// </summary>
|
||||
public class RandomComponent : GameFrameworkComponent
|
||||
{
|
||||
private int _seed;
|
||||
private IRunRandomSource _random;
|
||||
|
||||
/// <summary>
|
||||
/// 获取本局随机种子;未开始单局时为 0。
|
||||
/// </summary>
|
||||
public int Seed => _seed;
|
||||
|
||||
/// <summary>
|
||||
/// 获取本局共享随机源;未开始单局时为 null。
|
||||
/// </summary>
|
||||
public IRunRandomSource Random => _random;
|
||||
|
||||
/// <summary>
|
||||
/// 开始一局新的单局:使用局外带入的种子初始化共享随机源。
|
||||
/// </summary>
|
||||
/// <param name="seed">本局随机种子。</param>
|
||||
public void BeginRun(int seed)
|
||||
{
|
||||
_seed = seed;
|
||||
_random = new RunRandomSource(seed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 结束当前单局,清空种子与随机源。
|
||||
/// </summary>
|
||||
public void EndRun()
|
||||
{
|
||||
_seed = 0;
|
||||
_random = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 373a779ff43a4289b8e8cb23459d7bb3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
@@ -0,0 +1,32 @@
|
||||
using System;
|
||||
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 以 System.Random 实现的本局共享随机源。
|
||||
/// 由 TurnBattleComponent 以单局 seed 创建,供地图生成、敌人 AI、逃跑与掉落共用。
|
||||
/// EditMode 测试使用可注入的序列随机源,不依赖本类。
|
||||
/// </summary>
|
||||
public sealed class RunRandomSource : IRunRandomSource
|
||||
{
|
||||
private readonly Random _random;
|
||||
|
||||
/// <summary>
|
||||
/// 使用指定种子创建随机源。
|
||||
/// </summary>
|
||||
public RunRandomSource(int seed)
|
||||
{
|
||||
_random = new Random(seed);
|
||||
}
|
||||
|
||||
public int NextInt(int minInclusive, int maxExclusive)
|
||||
{
|
||||
return _random.Next(minInclusive, maxExclusive);
|
||||
}
|
||||
|
||||
public bool RollPermille(int successPermille)
|
||||
{
|
||||
return NextInt(0, 1000) < successPermille;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 4dc1aacc472441329e01cf158f17981e
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MonoImporter:
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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guid: 2569cd06130964d66b109493dabdfc77
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||||
folderAsset: yes
|
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|
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assetBundleVariant:
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||||
@@ -0,0 +1,112 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Battle;
|
||||
using SepCore.Definition;
|
||||
using SepCore.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 单局战斗协调器(普通类,不挂场景)。
|
||||
/// 负责从单局状态构建请求、预留战斗占用、暂停/恢复探索更新与计时、打开/关闭战斗 UI;
|
||||
/// 后续里程碑在此创建并校验 BattleController,并消费 BattleResult 生成 BattleReturnPlan。
|
||||
/// 不负责回合排序、效果计算和 UI 控件状态。
|
||||
/// </summary>
|
||||
public sealed class RunBattleCoordinator
|
||||
{
|
||||
/// <summary>
|
||||
/// 尝试开始一场战斗。
|
||||
/// 战斗占用已激活时拒绝;请求构建失败时释放占用且不暂停地图。
|
||||
/// </summary>
|
||||
/// <param name="encounter">探索层创建的遭遇输入。</param>
|
||||
/// <returns>是否成功开始。</returns>
|
||||
public bool TryStartBattle(BattleEncounter encounter)
|
||||
{
|
||||
if (encounter == null)
|
||||
{
|
||||
Log.Error("Can not start battle with null encounter.");
|
||||
return false;
|
||||
}
|
||||
|
||||
TurnBattleComponent runBattle = GameEntry.TurnBattle;
|
||||
if (runBattle == null || runBattle.IsBattleActive)
|
||||
{
|
||||
Log.Warning("Can not start battle because battle occupancy is already active.");
|
||||
return false;
|
||||
}
|
||||
|
||||
BattleStartRequest request = BuildStartRequest(encounter);
|
||||
if (request == null)
|
||||
{
|
||||
Log.Warning("Can not start battle because start request is invalid.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 预留战斗占用并暂停探索更新与单局计时;
|
||||
// 后续里程碑在此创建并校验 BattleController,失败则释放占用且不暂停地图
|
||||
runBattle.TryReserveBattle();
|
||||
runBattle.SetExplorationPaused(true);
|
||||
runBattle.SetTimerPaused(true);
|
||||
|
||||
GameEntry.UI.OpenUIForm(UIFormType.BattleForm);
|
||||
Log.Info("Battle started with encounter '{0}'.", encounter.EncounterId);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭调试壳层并恢复探索更新与单局计时。
|
||||
/// M0 调试入口专用;M7 起由 ApplyResult 按战斗结果统一回写与恢复。
|
||||
/// </summary>
|
||||
public void EndDebugBattle()
|
||||
{
|
||||
TurnBattleComponent runBattle = GameEntry.TurnBattle;
|
||||
if (runBattle == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UGuiForm form = GameEntry.UI.GetUIForm(UIFormType.BattleForm);
|
||||
if (form != null)
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(form);
|
||||
}
|
||||
|
||||
runBattle.SetExplorationPaused(false);
|
||||
runBattle.SetTimerPaused(false);
|
||||
runBattle.ReleaseBattle();
|
||||
Log.Info("Debug battle closed.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从单局临时角色状态与共享随机源构建启动请求。
|
||||
/// 请求创建后视为只读;构建失败返回 null,不消耗随机数。
|
||||
/// </summary>
|
||||
private static BattleStartRequest BuildStartRequest(BattleEncounter encounter)
|
||||
{
|
||||
IRunRandomSource random = GameEntry.Random != null ? GameEntry.Random.Random : null;
|
||||
if (random == null)
|
||||
{
|
||||
Log.Warning("Can not start battle because run random source is not initialized.");
|
||||
return null;
|
||||
}
|
||||
|
||||
List<BattlePlayerInput> players = new List<BattlePlayerInput>();
|
||||
foreach (RunPlayerState state in GameEntry.TurnBattle.Players)
|
||||
{
|
||||
players.Add(new BattlePlayerInput(state.CharacterId, state.PartyOrder,
|
||||
state.CurrentHp, state.CurrentMp, state.MaxHp, state.MaxMp,
|
||||
state.Atk, state.Mat, state.Speed,
|
||||
state.AttackActionId, state.SkillActionId));
|
||||
}
|
||||
|
||||
if (players.Count == 0)
|
||||
{
|
||||
Log.Warning("Can not start battle because no run player state exists.");
|
||||
return null;
|
||||
}
|
||||
|
||||
return new BattleStartRequest(encounter.EncounterId, players, encounter.EnemyPartyConfigId,
|
||||
encounter.IsPreemptive, random);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0146e261d98d40109183900a1d033fc9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,64 @@
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 单局临时角色状态。
|
||||
/// 数值由单局快照构建器在开战前从角色与装备结算得到;战斗期间只读,战斗结束回写当前 HP/MP。
|
||||
/// </summary>
|
||||
public sealed class RunPlayerState
|
||||
{
|
||||
/// <summary>
|
||||
/// 角色配置标识。
|
||||
/// </summary>
|
||||
public int CharacterId;
|
||||
|
||||
/// <summary>
|
||||
/// 当前战备中的顺序,1 开始。
|
||||
/// </summary>
|
||||
public int PartyOrder;
|
||||
|
||||
/// <summary>
|
||||
/// 当前 HP。
|
||||
/// </summary>
|
||||
public int CurrentHp;
|
||||
|
||||
/// <summary>
|
||||
/// 当前 MP。
|
||||
/// </summary>
|
||||
public int CurrentMp;
|
||||
|
||||
/// <summary>
|
||||
/// 已结算装备加成的最终 HP 上限。
|
||||
/// </summary>
|
||||
public int MaxHp;
|
||||
|
||||
/// <summary>
|
||||
/// 已结算装备加成的最终 MP 上限。
|
||||
/// </summary>
|
||||
public int MaxMp;
|
||||
|
||||
/// <summary>
|
||||
/// 已结算装备加成的最终攻击。
|
||||
/// </summary>
|
||||
public int Atk;
|
||||
|
||||
/// <summary>
|
||||
/// 已结算装备加成的最终魔力。
|
||||
/// </summary>
|
||||
public int Mat;
|
||||
|
||||
/// <summary>
|
||||
/// 已结算装备加成的最终速度。
|
||||
/// </summary>
|
||||
public int Speed;
|
||||
|
||||
/// <summary>
|
||||
/// 普通攻击行动配置 ID。
|
||||
/// </summary>
|
||||
public int AttackActionId;
|
||||
|
||||
/// <summary>
|
||||
/// 该角色首版唯一技能行动配置 ID。
|
||||
/// </summary>
|
||||
public int SkillActionId;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 3caaef559cc641769b9ede0b4d033532
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,136 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
/// <summary>
|
||||
/// 单局战斗组件。
|
||||
/// 负责本局临时角色状态、计时、探索暂停标志和战斗占用的最小状态。
|
||||
/// 本局种子与共享随机源由独立的 RandomComponent 持有,战斗只沿用,不创建私有随机源。
|
||||
/// 战斗协调(构建请求、打开 UI、回写结果)由独立的 RunBattleCoordinator 负责。
|
||||
/// </summary>
|
||||
public class TurnBattleComponent : GameFrameworkComponent
|
||||
{
|
||||
private readonly List<RunPlayerState> _players = new List<RunPlayerState>();
|
||||
private float _elapsedMs;
|
||||
private bool _timerPaused;
|
||||
private bool _explorationPaused;
|
||||
private bool _battleActive;
|
||||
|
||||
/// <summary>
|
||||
/// 获取本局临时角色状态列表(只读)。
|
||||
/// </summary>
|
||||
public IReadOnlyList<RunPlayerState> Players => _players;
|
||||
|
||||
/// <summary>
|
||||
/// 获取本局已流逝时间(毫秒)。
|
||||
/// </summary>
|
||||
public long RunElapsedMs => (long)_elapsedMs;
|
||||
|
||||
/// <summary>
|
||||
/// 获取单局计时是否已暂停。
|
||||
/// </summary>
|
||||
public bool IsTimerPaused => _timerPaused;
|
||||
|
||||
/// <summary>
|
||||
/// 获取探索更新是否已暂停。
|
||||
/// 战斗期间为 true,地图更新统一以此作为门禁。
|
||||
/// </summary>
|
||||
public bool IsExplorationPaused => _explorationPaused;
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前是否存在战斗占用。
|
||||
/// 战斗重复进入由此标志拒绝。
|
||||
/// </summary>
|
||||
public bool IsBattleActive => _battleActive;
|
||||
|
||||
/// <summary>
|
||||
/// 开始一局新的单局:重置全部临时状态。
|
||||
/// </summary>
|
||||
public void BeginRun()
|
||||
{
|
||||
_players.Clear();
|
||||
_elapsedMs = 0;
|
||||
_timerPaused = false;
|
||||
_explorationPaused = false;
|
||||
_battleActive = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 结束当前单局,清空全部临时状态。
|
||||
/// </summary>
|
||||
public void EndRun()
|
||||
{
|
||||
_players.Clear();
|
||||
_elapsedMs = 0;
|
||||
_timerPaused = false;
|
||||
_explorationPaused = false;
|
||||
_battleActive = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用指定状态替换本局临时角色列表,保持战备顺序。
|
||||
/// </summary>
|
||||
/// <param name="players">新的临时角色状态,可为空。</param>
|
||||
public void ReplacePlayers(IEnumerable<RunPlayerState> players)
|
||||
{
|
||||
_players.Clear();
|
||||
if (players != null)
|
||||
{
|
||||
_players.AddRange(players);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 预留战斗占用,拒绝同一帧或未结束战斗的重复进入。
|
||||
/// </summary>
|
||||
/// <returns>预留成功返回 true;已存在战斗占用时返回 false。</returns>
|
||||
public bool TryReserveBattle()
|
||||
{
|
||||
if (_battleActive)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_battleActive = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放战斗占用。
|
||||
/// </summary>
|
||||
public void ReleaseBattle()
|
||||
{
|
||||
_battleActive = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置探索更新暂停状态。
|
||||
/// </summary>
|
||||
/// <param name="paused">是否暂停探索更新。</param>
|
||||
public void SetExplorationPaused(bool paused)
|
||||
{
|
||||
_explorationPaused = paused;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置单局计时暂停状态。
|
||||
/// </summary>
|
||||
/// <param name="paused">是否暂停单局计时。</param>
|
||||
public void SetTimerPaused(bool paused)
|
||||
{
|
||||
_timerPaused = paused;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_timerPaused)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_elapsedMs += Time.deltaTime * 1000f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ceac378d38794bafb31a203753565121
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,144 @@
|
||||
using GameFramework.Debugger;
|
||||
using SepCore.Battle;
|
||||
using SepCore.CustomComponent;
|
||||
using SepCore.Definition;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.Debugger
|
||||
{
|
||||
/// <summary>
|
||||
/// 战斗壳层调试入口(仅供 Editor/Development Build,正式构建不注册)。
|
||||
/// 模拟探索层:缺少单局状态时用配表角色与固定种子初始化临时状态,
|
||||
/// 然后通过 RunBattleCoordinator 以固定调试遭遇开始/结束战斗,不依赖尚未实现的地图敌人。
|
||||
/// </summary>
|
||||
public class BattleDebuggerWindow : IDebuggerWindow
|
||||
{
|
||||
private const int DebugRunSeed = 240829;
|
||||
|
||||
public void Initialize(params object[] args)
|
||||
{
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnEnter()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnLeave()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
}
|
||||
|
||||
public void OnDraw()
|
||||
{
|
||||
GUILayout.Label("<b>Battle Shell</b>");
|
||||
GUILayout.BeginHorizontal("box");
|
||||
{
|
||||
if (GUILayout.Button("Open", GUILayout.Height(30)))
|
||||
{
|
||||
OpenShell();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Close", GUILayout.Height(30)))
|
||||
{
|
||||
GameEntry.RunBattle.EndDebugBattle();
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
DrawRunState();
|
||||
}
|
||||
|
||||
private static void DrawRunState()
|
||||
{
|
||||
GUILayout.Label("<b>Run State</b>");
|
||||
GUILayout.BeginVertical("box");
|
||||
{
|
||||
TurnBattleComponent runBattle = GameEntry.TurnBattle;
|
||||
if (runBattle == null)
|
||||
{
|
||||
GUILayout.Label("TurnBattleComponent missing.");
|
||||
return;
|
||||
}
|
||||
|
||||
GUILayout.Label("RunElapsedMs: " + runBattle.RunElapsedMs.ToString());
|
||||
GUILayout.Label("IsTimerPaused: " + runBattle.IsTimerPaused);
|
||||
GUILayout.Label("IsExplorationPaused: " + runBattle.IsExplorationPaused);
|
||||
GUILayout.Label("IsBattleActive: " + runBattle.IsBattleActive);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private static void OpenShell()
|
||||
{
|
||||
InitDebugRunStateIfNeeded();
|
||||
|
||||
// 固定调试遭遇:EncounterId=1,敌人队伍预设 1,普通战斗
|
||||
bool started = GameEntry.RunBattle.TryStartBattle(new BattleEncounter(1, 1, false));
|
||||
if (!started)
|
||||
{
|
||||
Log.Warning("Battle debug shell can not start, maybe a battle is already active.");
|
||||
}
|
||||
}
|
||||
|
||||
private static void InitDebugRunStateIfNeeded()
|
||||
{
|
||||
if (GameEntry.Random.Random == null)
|
||||
{
|
||||
GameEntry.Random.BeginRun(DebugRunSeed);
|
||||
}
|
||||
|
||||
if (GameEntry.TurnBattle.Players.Count == 0)
|
||||
{
|
||||
GameEntry.TurnBattle.ReplacePlayers(BuildDebugPlayers());
|
||||
}
|
||||
}
|
||||
|
||||
private static List<RunPlayerState> BuildDebugPlayers()
|
||||
{
|
||||
List<RunPlayerState> players = new List<RunPlayerState>();
|
||||
GlobalConfig global = GameEntry.Luban.Global != null ? GameEntry.Luban.Global.Data : null;
|
||||
if (global == null)
|
||||
{
|
||||
Log.Warning("Can not build debug players without global config.");
|
||||
return players;
|
||||
}
|
||||
|
||||
int order = 1;
|
||||
foreach (int characterId in global.NewGameCharacterIds)
|
||||
{
|
||||
CharacterConfig config = GameEntry.Luban.Get<CharacterConfig>(characterId);
|
||||
if (config == null)
|
||||
{
|
||||
Log.Warning("Debug character '{0}' missing in config, skipped.", characterId.ToString());
|
||||
continue;
|
||||
}
|
||||
|
||||
players.Add(new RunPlayerState
|
||||
{
|
||||
CharacterId = characterId,
|
||||
PartyOrder = order++,
|
||||
CurrentHp = config.MaxHp,
|
||||
CurrentMp = config.MaxMp,
|
||||
MaxHp = config.MaxHp,
|
||||
MaxMp = config.MaxMp,
|
||||
Atk = config.Atk,
|
||||
Mat = config.Mat,
|
||||
Speed = config.Speed,
|
||||
AttackActionId = config.AttackActionId,
|
||||
SkillActionId = config.SkillActionId,
|
||||
});
|
||||
}
|
||||
|
||||
return players;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 0024ae1248654a28b520630f8c4a149b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
Reference in New Issue
Block a user