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:
huangjun
2026-09-01 10:20:02 +08:00
parent fce331da84
commit 8413c2688b
82 changed files with 12032 additions and 8 deletions
@@ -1 +1 @@
␍ATKFormatText ATK {0}␍MATFormatText MAT {0}␍SPDFormatText SPD {0} HPFormatTextHP {0} MPFormatTextMP {0}␍STAFormatText STA {0}WarehouseCapacity{0} ITEMS / {1} TOTAL UNITS ␍ATKFormatText ATK {0}␍MATFormatText MAT {0}␍SPDFormatText SPD {0} HPFormatTextHP {0} MPFormatTextMP {0}␍STAFormatText STA {0}WarehouseCapacity{0} ITEMS / {1} TOTAL UNITS␍BattleBarText {0} / {1}
@@ -26,5 +26,9 @@
{ {
"name": "WarehouseCapacity", "name": "WarehouseCapacity",
"format": "{0} ITEMS / {1} TOTAL UNITS" "format": "{0} ITEMS / {1} TOTAL UNITS"
},
{
"name": "BattleBarText",
"format": "{0} / {1}"
} }
] ]
Binary file not shown.
@@ -26,5 +26,12 @@
"UIGroupName": "Default", "UIGroupName": "Default",
"allowMultiInstance": false, "allowMultiInstance": false,
"pauseCoveredUIForm": true "pauseCoveredUIForm": true
},
{
"id": 103,
"assetName": "BattleForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
} }
] ]
@@ -36,6 +36,10 @@ namespace SepCore.Definition
/// 关于 /// 关于
/// </summary> /// </summary>
AboutForm = 102, AboutForm = 102,
/// <summary>
/// 战斗界面
/// </summary>
BattleForm = 103,
} }
} }
@@ -0,0 +1,592 @@
using System;
using System.Linq;
using SepCore.UI;
using TMPro;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace SepCore.Editor
{
public static class BattleUIPrefabBuilder
{
private const string PrefabPath = "Assets/GameMain/UI/UIForms/BattleForm.prefab";
private const string CharacterAtlasPath = "Assets/GameMain/Textures/Characters.png";
private const string EnemyAtlasPath = "Assets/GameMain/Textures/Monsters.png";
private const string ItemAtlasPath = "Assets/GameMain/Textures/Items.png";
private const string PreviewCameraName = "__BattlePreviewCamera";
private const string PreviewRootName = "__BattlePreview";
private const string PreviousScenePathKey = "BattleUI.PreviousScenePath";
private static readonly Color Overlay = new Color32(8, 7, 12, 184);
private static readonly Color Charcoal = new Color32(25, 24, 30, 255);
private static readonly Color CharcoalSoft = new Color32(42, 39, 47, 255);
private static readonly Color Ivory = new Color32(244, 237, 214, 255);
private static readonly Color Ink = new Color32(43, 37, 35, 255);
private static readonly Color White = new Color32(248, 248, 246, 255);
private static readonly Color MutedWhite = new Color32(192, 190, 184, 255);
private static readonly Color Green = new Color32(62, 164, 94, 255);
private static readonly Color Blue = new Color32(62, 119, 190, 255);
private static readonly Color Red = new Color32(191, 69, 65, 255);
private static readonly Color Gold = new Color32(218, 169, 64, 255);
private static readonly Color EnemyFrame = new Color32(91, 39, 54, 235);
private static TMP_FontAsset font;
private static Sprite panelBeige;
private static Sprite panelBrown;
private static Sprite panelBlue;
private static Sprite buttonBlue;
private static Sprite buttonBluePressed;
private static Sprite buttonBrown;
private static Sprite buttonBrownPressed;
private static Sprite buttonBeige;
private static Sprite buttonBeigePressed;
private static Sprite buttonGrey;
private static Sprite buttonGreyPressed;
private static Sprite escapeIcon;
private static Sprite[] playerIcons;
private static Sprite[] enemyIcons;
private static Sprite attackIcon;
private static Sprite skillIcon;
private static Sprite itemIcon;
[MenuItem("Utility/UI/Build Battle UI")]
public static void Build()
{
LoadAssets();
Scene previousScene = SceneManager.GetActiveScene();
Scene temporaryScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
GameObject root = null;
try
{
SceneManager.SetActiveScene(temporaryScene);
root = BuildRoot();
UISerializationRoot serializationRoot = root.GetComponent<UISerializationRoot>();
serializationRoot.RefreshItems();
UIAssetsTools.ApplyGeneratedComponentsToRoot(serializationRoot);
bool success;
PrefabUtility.SaveAsPrefabAsset(root, PrefabPath, out success);
if (!success)
{
throw new InvalidOperationException("Failed to save BattleForm prefab.");
}
}
finally
{
if (root != null)
{
UnityEngine.Object.DestroyImmediate(root);
}
if (previousScene.IsValid())
{
SceneManager.SetActiveScene(previousScene);
}
EditorSceneManager.CloseScene(temporaryScene, true);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Selection.activeObject = AssetDatabase.LoadAssetAtPath<GameObject>(PrefabPath);
Debug.Log("Battle UI prefab rebuilt: " + PrefabPath);
}
[MenuItem("Utility/UI/Preview Battle UI")]
public static void OpenPreview()
{
ClosePreviewInternal();
Scene previousScene = SceneManager.GetActiveScene();
SessionState.SetString(PreviousScenePathKey, previousScene.path);
Scene previewScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
SceneManager.SetActiveScene(previewScene);
GameObject cameraObject = new GameObject(PreviewCameraName, typeof(Camera));
Camera previewCamera = cameraObject.GetComponent<Camera>();
previewCamera.clearFlags = CameraClearFlags.SolidColor;
previewCamera.backgroundColor = new Color(0.22f, 0.25f, 0.23f, 1f);
previewCamera.orthographic = true;
previewCamera.orthographicSize = 5f;
cameraObject.transform.position = new Vector3(0f, 0f, -10f);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PrefabPath);
if (prefab == null)
{
throw new InvalidOperationException("Build BattleForm before opening its preview.");
}
GameObject previewRoot = (GameObject)PrefabUtility.InstantiatePrefab(prefab, previewScene);
previewRoot.name = PreviewRootName;
Canvas canvas = previewRoot.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.worldCamera = previewCamera;
canvas.planeDistance = 1f;
previewRoot.GetComponent<RectTransform>().localScale = Vector3.one;
Selection.activeGameObject = previewRoot;
Debug.Log("Battle UI preview opened in an unsaved scene.");
}
[MenuItem("Utility/UI/Close Battle UI Preview")]
public static void ClosePreview()
{
ClosePreviewInternal();
}
private static void ClosePreviewInternal()
{
Camera[] cameras = Resources.FindObjectsOfTypeAll<Camera>();
Camera previewCamera = cameras.FirstOrDefault(candidate => candidate != null &&
candidate.gameObject.name == PreviewCameraName && candidate.gameObject.scene.IsValid());
if (previewCamera == null)
{
return;
}
Scene previewScene = previewCamera.gameObject.scene;
string previousPath = SessionState.GetString(PreviousScenePathKey, string.Empty);
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene loadedScene = SceneManager.GetSceneAt(i);
if (loadedScene.IsValid() && loadedScene.path == previousPath)
{
SceneManager.SetActiveScene(loadedScene);
break;
}
}
EditorSceneManager.CloseScene(previewScene, true);
SessionState.EraseString(PreviousScenePathKey);
}
private static GameObject BuildRoot()
{
GameObject root = new GameObject("BattleForm", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler),
typeof(GraphicRaycaster), typeof(CanvasGroup), typeof(UISerializationRoot));
root.layer = LayerMask.NameToLayer("UI");
Canvas canvas = root.GetComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.pixelPerfect = true;
canvas.overrideSorting = true;
canvas.sortingOrder = 500;
CanvasScaler scaler = root.GetComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920f, 1080f);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = 0.5f;
RectTransform rootRect = root.GetComponent<RectTransform>();
rootRect.anchorMin = Vector2.zero;
rootRect.anchorMax = Vector2.one;
rootRect.offsetMin = Vector2.zero;
rootRect.offsetMax = Vector2.zero;
AddImage(Stretch("BattleOverlay", rootRect, 0f, 0f, 0f, 0f), Overlay, null);
RectTransform safeFrame = Fixed("SafeFrame", rootRect, new Vector2(0.5f, 0.5f),
new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(1920f, 1080f));
BuildTurnOrder(safeFrame);
BuildPlayers(safeFrame);
BuildEnemies(safeFrame);
BuildActionPanel(safeFrame);
return root;
}
private static void BuildTurnOrder(RectTransform parent)
{
RectTransform panel = AddPanel(
Fixed("TurnOrderPanel", parent, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -24f), new Vector2(1016f, 112f)), panelBrown, Color.white);
AddImage(TopStretch("ActiveAccent", panel, 0f, 0f, 0f, 6f), Gold, null);
TextMeshProUGUI round = AddText(
Fixed("RoundText", panel, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f),
new Vector2(28f, 0f), new Vector2(156f, 74f)), "ROUND 01", 25, Ivory,
TextAlignmentOptions.MidlineLeft, FontStyles.Bold);
RegisterReference(round, "roundText");
Sprite[] icons =
{
playerIcons[3], enemyIcons[2], playerIcons[0], enemyIcons[0],
playerIcons[2], enemyIcons[1], playerIcons[1], enemyIcons[3]
};
string[] labels = { "P4", "E3", "P1", "E1", "P3", "E2", "P2", "E4" };
for (int i = 0; i < 8; i++)
{
RectTransform slotRect = Fixed("TurnSlot" + (i + 1), panel, new Vector2(0f, 0.5f),
new Vector2(0f, 0.5f), new Vector2(194f + i * 98f, 0f), new Vector2(82f, 82f));
Image background = AddImage(slotRect, i == 0 ? Ivory : CharcoalSoft, null);
background.raycastTarget = false;
RectTransform marker = Stretch("ActiveMarker", slotRect, -3f, -3f, -3f, -3f);
Image markerImage = AddImage(marker, Color.clear, null);
Outline markerOutline = marker.gameObject.AddComponent<Outline>();
markerOutline.effectColor = Gold;
markerOutline.effectDistance = new Vector2(3f, -3f);
markerOutline.useGraphicAlpha = false;
marker.gameObject.SetActive(i == 0);
Image icon = AddSprite(Fixed("Icon", slotRect, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -5f), new Vector2(54f, 54f)), icons[i], Color.white, true);
TextMeshProUGUI label = AddText(
Fixed("Label", slotRect, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 5f), new Vector2(68f, 22f)), labels[i], 15,
i == 0 ? Ink : MutedWhite, TextAlignmentOptions.Center, FontStyles.Bold);
BattleTurnSlotItem slot = slotRect.gameObject.AddComponent<BattleTurnSlotItem>();
slot.ConfigureEditor(marker.gameObject, icon, label);
RegisterReference(slot, "turnSlot" + (i + 1));
}
}
private static void BuildPlayers(RectTransform parent)
{
int[] hp = { 92, 150, 58, 100 };
int[] maxHp = { 120, 150, 90, 100 };
int[] mp = { 24, 10, 72, 50 };
int[] maxMp = { 40, 30, 80, 50 };
CreatePlayerCard(parent, 0, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(32f, -32f), false,
hp[0], maxHp[0], mp[0], maxMp[0], false);
CreatePlayerCard(parent, 1, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-32f, -32f), true,
hp[1], maxHp[1], mp[1], maxMp[1], false);
CreatePlayerCard(parent, 2, new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(32f, 28f), false,
hp[2], maxHp[2], mp[2], maxMp[2], false);
CreatePlayerCard(parent, 3, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(-32f, 28f), true,
hp[3], maxHp[3], mp[3], maxMp[3], true);
}
private static void CreatePlayerCard(RectTransform parent, int index, Vector2 anchor, Vector2 pivot,
Vector2 position, bool mirror, int hp, int maxHp, int mp, int maxMp, bool active)
{
RectTransform cardRect = AddPanel(Fixed("PlayerCard" + (index + 1), parent, anchor, pivot, position,
new Vector2(400f, 176f)), panelBeige, Color.white);
RectTransform marker = TopStretch("ActiveMarker", cardRect, 0f, 0f, 0f, 7f);
AddImage(marker, Gold, null);
marker.gameObject.SetActive(active);
float iconX = mirror ? 278f : 18f;
float contentX = mirror ? 18f : 140f;
RectTransform iconFrame = Fixed("IconFrame", cardRect, new Vector2(0f, 1f), new Vector2(0f, 1f),
new Vector2(iconX, -18f), new Vector2(104f, 140f));
AddImage(iconFrame, Charcoal, null);
Image icon = AddSprite(Fixed("Icon", iconFrame, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -8f), new Vector2(88f, 96f)), playerIcons[index], Color.white, true);
AddText(Fixed("PartyIndex", iconFrame, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 7f), new Vector2(84f, 24f)), "P" + (index + 1), 14, MutedWhite,
TextAlignmentOptions.Center, FontStyles.Bold);
TextMeshProUGUI name = AddText(
Fixed("CharacterName", cardRect, new Vector2(0f, 1f), new Vector2(0f, 1f),
new Vector2(contentX, -14f), new Vector2(242f, 38f)), "角色 " + (index + 1), 24, Ink,
mirror ? TextAlignmentOptions.TopRight : TextAlignmentOptions.TopLeft, FontStyles.Bold);
Image hpFill = CreateBar(cardRect, "HP", contentX, 64f, 242f, Green, hp, maxHp, out TextMeshProUGUI hpText);
Image mpFill = CreateBar(cardRect, "MP", contentX, 112f, 242f, Blue, mp, maxMp, out TextMeshProUGUI mpText);
BattleActorCardItem card = cardRect.gameObject.AddComponent<BattleActorCardItem>();
card.ConfigureEditor(marker.gameObject, icon, hpFill, mpFill, name, hpText, mpText);
RegisterReference(card, "playerCard" + (index + 1));
}
private static void BuildEnemies(RectTransform parent)
{
RectTransform enemyRoot = Fixed("EnemyRoot", parent, new Vector2(0.5f, 0.5f),
new Vector2(0.5f, 0.5f), new Vector2(0f, 32f), new Vector2(820f, 290f));
int[] hp = { 36, 80, 44, 61 };
int[] maxHp = { 50, 80, 60, 80 };
for (int i = 0; i < 4; i++)
{
RectTransform slotRect = Fixed("EnemySlot" + (i + 1), enemyRoot, new Vector2(0.5f, 0.5f),
new Vector2(0.5f, 0.5f), new Vector2(-300f + i * 200f, 0f), new Vector2(170f, 248f));
Image targetGraphic = AddImage(slotRect, new Color(EnemyFrame.r, EnemyFrame.g, EnemyFrame.b, 0.68f), null);
targetGraphic.raycastTarget = true;
Button targetButton = slotRect.gameObject.AddComponent<Button>();
targetButton.targetGraphic = targetGraphic;
targetButton.transition = Selectable.Transition.ColorTint;
RectTransform selected = Stretch("SelectedMarker", slotRect, -4f, -4f, -4f, -4f);
AddImage(selected, Color.clear, null);
Outline selectedOutline = selected.gameObject.AddComponent<Outline>();
selectedOutline.effectColor = Gold;
selectedOutline.effectDistance = new Vector2(4f, -4f);
selectedOutline.useGraphicAlpha = false;
selected.gameObject.SetActive(i == 1);
Image icon = AddSprite(Fixed("Icon", slotRect, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f),
new Vector2(0f, -12f), new Vector2(142f, 146f)), enemyIcons[i], Color.white, true);
TextMeshProUGUI name = AddText(
Fixed("EnemyName", slotRect, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 55f), new Vector2(154f, 30f)), "敌人 " + (i + 1), 18, White,
TextAlignmentOptions.Center, FontStyles.Bold);
Image hpFill = CreateEnemyBar(slotRect, hp[i], maxHp[i], out TextMeshProUGUI hpText);
BattleEnemySlotItem slot = slotRect.gameObject.AddComponent<BattleEnemySlotItem>();
slot.ConfigureEditor(targetButton, selected.gameObject, icon, hpFill, name, hpText);
RegisterReference(slot, "enemySlot" + (i + 1));
}
}
private static void BuildActionPanel(RectTransform parent)
{
RectTransform panel = AddPanel(
Fixed("ActionPanel", parent, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 28f), new Vector2(920f, 176f)), panelBlue, Color.white);
AddImage(TopStretch("CurrentAccent", panel, 0f, 0f, 0f, 7f), Gold, null);
TextMeshProUGUI currentActor = AddText(
Fixed("CurrentActorText", panel, new Vector2(0f, 1f), new Vector2(0f, 1f),
new Vector2(28f, -15f), new Vector2(500f, 38f)), "角色 4", 24, White,
TextAlignmentOptions.MidlineLeft, FontStyles.Bold);
RegisterReference(currentActor, "currentActorText");
AddText(Fixed("TurnState", panel, new Vector2(1f, 1f), new Vector2(1f, 1f),
new Vector2(-28f, -17f), new Vector2(260f, 34f)), "YOUR MOVE", 15, Gold,
TextAlignmentOptions.MidlineRight, FontStyles.Bold);
Button attack = CreateActionButton(panel, "AttackButton", "攻击", attackIcon, 25f, ButtonStyle.Brown);
Button skill = CreateActionButton(panel, "SkillButton", "技能", skillIcon, 243f, ButtonStyle.Blue);
Button item = CreateActionButton(panel, "ItemButton", "道具", itemIcon, 461f, ButtonStyle.Grey);
Button escape = CreateActionButton(panel, "EscapeButton", "逃跑", escapeIcon, 679f, ButtonStyle.Beige);
item.interactable = false;
RegisterReference(attack, "attackButton");
RegisterReference(skill, "skillButton");
RegisterReference(item, "itemButton");
RegisterReference(escape, "escapeButton");
}
private static Button CreateActionButton(RectTransform parent, string name, string label, Sprite icon,
float x, ButtonStyle style)
{
RectTransform rect = Fixed(name, parent, new Vector2(0f, 1f), new Vector2(0f, 1f),
new Vector2(x, -66f), new Vector2(216f, 82f));
Sprite normal;
Sprite pressed;
Color textColor;
switch (style)
{
case ButtonStyle.Blue:
normal = buttonBlue;
pressed = buttonBluePressed;
textColor = White;
break;
case ButtonStyle.Brown:
normal = buttonBrown;
pressed = buttonBrownPressed;
textColor = White;
break;
case ButtonStyle.Beige:
normal = buttonBeige;
pressed = buttonBeigePressed;
textColor = Ink;
break;
default:
normal = buttonGrey;
pressed = buttonGreyPressed;
textColor = Ink;
break;
}
Image background = AddImage(rect, Color.white, normal);
background.type = Image.Type.Sliced;
background.raycastTarget = true;
Button button = rect.gameObject.AddComponent<Button>();
button.targetGraphic = background;
button.transition = Selectable.Transition.SpriteSwap;
SpriteState state = button.spriteState;
state.highlightedSprite = normal;
state.selectedSprite = normal;
state.pressedSprite = pressed;
state.disabledSprite = pressed;
button.spriteState = state;
Color iconColor = style == ButtonStyle.Beige ? Ink : Color.white;
AddSprite(Fixed("Icon", rect, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f),
new Vector2(24f, 0f), new Vector2(46f, 46f)), icon, iconColor, true);
AddText(Fixed("Label", rect, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f),
new Vector2(80f, 0f), new Vector2(112f, 50f)), label, 25, textColor,
TextAlignmentOptions.Center, FontStyles.Bold);
return button;
}
private static Image CreateBar(RectTransform parent, string label, float x, float top, float width,
Color fillColor, int current, int maximum, out TextMeshProUGUI valueText)
{
RectTransform bar = Fixed(label + "Bar", parent, new Vector2(0f, 1f), new Vector2(0f, 1f),
new Vector2(x, -top), new Vector2(width, 32f));
AddImage(bar, Charcoal, null);
RectTransform fillRect = Stretch("Fill", bar, 3f, 3f, 3f, 3f);
fillRect.anchorMax = new Vector2(Mathf.Clamp01((float)current / maximum), 1f);
fillRect.offsetMax = new Vector2(0f, -3f);
Image fill = AddImage(fillRect, fillColor, null);
valueText = AddText(Stretch("Value", bar, 10f, 10f, 0f, 0f),
label + " " + current + " / " + maximum, 15, White, TextAlignmentOptions.Center, FontStyles.Bold);
return fill;
}
private static Image CreateEnemyBar(RectTransform parent, int current, int maximum,
out TextMeshProUGUI valueText)
{
RectTransform bar = Fixed("HPBar", parent, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f),
new Vector2(0f, 17f), new Vector2(150f, 26f));
AddImage(bar, Charcoal, null);
RectTransform fillRect = Stretch("Fill", bar, 3f, 3f, 3f, 3f);
fillRect.anchorMax = new Vector2(Mathf.Clamp01((float)current / maximum), 1f);
fillRect.offsetMax = new Vector2(0f, -3f);
Image fill = AddImage(fillRect, Red, null);
valueText = AddText(Stretch("Value", bar, 6f, 6f, 0f, 0f), current + " / " + maximum, 13, White,
TextAlignmentOptions.Center, FontStyles.Bold);
return fill;
}
private static void LoadAssets()
{
font = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>("Assets/GameMain/Fonts/MainTMPFont.asset");
panelBeige = LoadSprite("Assets/GameMain/Textures/UI/panel_beige.png");
panelBrown = LoadSprite("Assets/GameMain/Textures/UI/panel_brown.png");
panelBlue = LoadSprite("Assets/GameMain/Textures/UI/panel_blue.png");
buttonBlue = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_blue.png");
buttonBluePressed = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_blue_pressed.png");
buttonBrown = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_brown.png");
buttonBrownPressed = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_brown_pressed.png");
buttonBeige = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_beige.png");
buttonBeigePressed = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_beige_pressed.png");
buttonGrey = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_grey.png");
buttonGreyPressed = LoadSprite("Assets/GameMain/Textures/UI/buttonLong_grey_pressed.png");
escapeIcon = LoadSprite("Assets/GameMain/Textures/UI/arrowSilver_left.png");
playerIcons = Enumerable.Range(0, 4).Select(i => LoadSprite(CharacterAtlasPath, "rogues_" + i)).ToArray();
int[] enemyIndexes = { 0, 1, 2, 3 };
enemyIcons = enemyIndexes.Select(i => LoadSprite(EnemyAtlasPath, "monsters_" + i)).ToArray();
attackIcon = LoadSprite(ItemAtlasPath, "items_0");
skillIcon = LoadSprite(ItemAtlasPath, "items_110");
itemIcon = LoadSprite(ItemAtlasPath, "items_220");
if (font == null || playerIcons.Any(sprite => sprite == null) || enemyIcons.Any(sprite => sprite == null))
{
throw new InvalidOperationException("Battle UI assets are incomplete.");
}
}
private static Sprite LoadSprite(string path)
{
return AssetDatabase.LoadAssetAtPath<Sprite>(path);
}
private static Sprite LoadSprite(string path, string name)
{
return AssetDatabase.LoadAllAssetsAtPath(path).OfType<Sprite>().FirstOrDefault(sprite => sprite.name == name);
}
private static RectTransform AddPanel(RectTransform rect, Sprite sprite, Color color)
{
Image image = AddImage(rect, color, sprite);
image.type = Image.Type.Sliced;
return rect;
}
private static Image AddImage(RectTransform rect, Color color, Sprite sprite)
{
Image image = rect.gameObject.AddComponent<Image>();
image.color = color;
image.sprite = sprite;
image.raycastTarget = false;
return image;
}
private static Image AddSprite(RectTransform rect, Sprite sprite, Color color, bool preserveAspect)
{
Image image = AddImage(rect, color, sprite);
image.preserveAspect = preserveAspect;
return image;
}
private static TextMeshProUGUI AddText(RectTransform rect, string value, float fontSize, Color color,
TextAlignmentOptions alignment, FontStyles style)
{
TextMeshProUGUI text = rect.gameObject.AddComponent<TextMeshProUGUI>();
text.font = font;
text.text = value;
text.fontSize = fontSize;
text.fontStyle = style;
text.color = color;
text.alignment = alignment;
text.enableWordWrapping = false;
text.overflowMode = TextOverflowModes.Ellipsis;
text.raycastTarget = false;
text.characterSpacing = 0f;
return text;
}
private static RectTransform NewRect(string name, Transform parent)
{
GameObject gameObject = new GameObject(name, typeof(RectTransform));
gameObject.layer = LayerMask.NameToLayer("UI");
RectTransform rect = gameObject.GetComponent<RectTransform>();
rect.SetParent(parent, false);
return rect;
}
private static RectTransform Fixed(string name, Transform parent, Vector2 anchor, Vector2 pivot,
Vector2 position, Vector2 size)
{
RectTransform rect = NewRect(name, parent);
rect.anchorMin = anchor;
rect.anchorMax = anchor;
rect.pivot = pivot;
rect.anchoredPosition = position;
rect.sizeDelta = size;
return rect;
}
private static RectTransform Stretch(string name, Transform parent, float left, float right, float bottom,
float top)
{
RectTransform rect = NewRect(name, parent);
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = new Vector2(left, bottom);
rect.offsetMax = new Vector2(-right, -top);
return rect;
}
private static RectTransform TopStretch(string name, Transform parent, float left, float right, float top,
float height)
{
RectTransform rect = NewRect(name, parent);
rect.anchorMin = new Vector2(0f, 1f);
rect.anchorMax = Vector2.one;
rect.pivot = new Vector2(0.5f, 1f);
rect.offsetMin = new Vector2(left, -top - height);
rect.offsetMax = new Vector2(-right, -top);
return rect;
}
private static void RegisterReference(Component component, string variableName)
{
UISerializationItem item = component.GetComponent<UISerializationItem>();
if (item == null)
{
item = component.gameObject.AddComponent<UISerializationItem>();
}
item.RefreshComponents();
item.SetReference(component, true, variableName);
}
private enum ButtonStyle
{
Blue,
Brown,
Beige,
Grey
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 019291a41e12a4f2088fe5542024e54a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -6,7 +6,8 @@
"GUID:a2d8a19598eca814496b089021d08d60", "GUID:a2d8a19598eca814496b089021d08d60",
"GUID:a04b272484018094ab427253f20c416c", "GUID:a04b272484018094ab427253f20c416c",
"GUID:11ec41dbc3557e6499b2845ba531a9b0", "GUID:11ec41dbc3557e6499b2845ba531a9b0",
"GUID:73a59a40d41e9ce48b3e0515aeec4217" "GUID:73a59a40d41e9ce48b3e0515aeec4217",
"GUID:6055be8ebefd69e48b49212b09b47b2f"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],
@@ -17,4 +18,4 @@
"defineConstraints": [], "defineConstraints": [],
"versionDefines": [], "versionDefines": [],
"noEngineReferences": false "noEngineReferences": false
} }
@@ -8,6 +8,7 @@
using GameFramework.Localization; using GameFramework.Localization;
using System; using System;
using SepCore.Sound; using SepCore.Sound;
using SepCore.Debugger;
using SepCore.Definition; using SepCore.Definition;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>; using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
@@ -20,6 +21,11 @@ namespace SepCore.Procedure
{ {
base.OnEnter(procedureOwner); base.OnEnter(procedureOwner);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// 战斗壳层调试入口:仅编辑器与开发构建注册,正式构建不可见
GameEntry.Debugger.RegisterDebuggerWindow("Battle/Shell", new BattleDebuggerWindow());
#endif
// 构建信息:发布版本时,把一些数据以 Json 的格式写入 Assets/GameMain/Configs/BuildInfo.txt,供游戏逻辑读取 // 构建信息:发布版本时,把一些数据以 Json 的格式写入 Assets/GameMain/Configs/BuildInfo.txt,供游戏逻辑读取
GameEntry.BuiltinData.InitBuildInfo(); GameEntry.BuiltinData.InitBuildInfo();
@@ -12,10 +12,22 @@ public partial class GameEntry : MonoBehaviour
public static SaveComponent Save { get; private set; } public static SaveComponent Save { get; private set; }
public static RandomComponent Random { get; private set; }
public static TurnBattleComponent TurnBattle { get; private set; }
/// <summary>
/// 单局战斗协调器(普通类,非场景组件)。
/// </summary>
public static RunBattleCoordinator RunBattle { get; private set; }
private static void InitCustomComponents() private static void InitCustomComponents()
{ {
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>(); BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
Luban = UnityGameFramework.Runtime.GameEntry.GetComponent<LubanComponent>(); Luban = UnityGameFramework.Runtime.GameEntry.GetComponent<LubanComponent>();
Save = UnityGameFramework.Runtime.GameEntry.GetComponent<SaveComponent>(); Save = UnityGameFramework.Runtime.GameEntry.GetComponent<SaveComponent>();
Random = UnityGameFramework.Runtime.GameEntry.GetComponent<RandomComponent>();
TurnBattle = UnityGameFramework.Runtime.GameEntry.GetComponent<TurnBattleComponent>();
RunBattle = new RunBattleCoordinator();
} }
} }
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0b415c54b5bb04d62bf67dfdddc382c2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,178 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 单个效果对单个目标产生的数值或状态变化。
/// </summary>
public sealed class BattleActionEffectRecord
{
/// <summary>
/// 目标单位。
/// </summary>
public readonly int TargetUnitId;
/// <summary>
/// 效果结算前的 HP。
/// </summary>
public readonly int BeforeHp;
/// <summary>
/// 效果结算后的 HP。
/// </summary>
public readonly int AfterHp;
/// <summary>
/// 效果结算前的 MP。
/// </summary>
public readonly int BeforeMp;
/// <summary>
/// 效果结算后的 MP。
/// </summary>
public readonly int AfterMp;
/// <summary>
/// 状态变化列表;无状态变化时为空。
/// </summary>
public readonly IReadOnlyList<BattleStatusChangeRecord> StatusChanges;
public BattleActionEffectRecord(int targetUnitId, int beforeHp, int afterHp, int beforeMp, int afterMp,
IReadOnlyList<BattleStatusChangeRecord> statusChanges)
{
TargetUnitId = targetUnitId;
BeforeHp = beforeHp;
AfterHp = afterHp;
BeforeMp = beforeMp;
AfterMp = afterMp;
StatusChanges = statusChanges != null ? Copy(statusChanges) : new BattleStatusChangeRecord[0];
}
private static BattleStatusChangeRecord[] Copy(IReadOnlyList<BattleStatusChangeRecord> source)
{
BattleStatusChangeRecord[] copy = new BattleStatusChangeRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 状态变化记录。
/// </summary>
public sealed class BattleStatusChangeRecord
{
/// <summary>
/// 状态类型。
/// </summary>
public readonly BattleStatusType StatusType;
/// <summary>
/// 变化后的剩余持续次数;状态被移除时为 0。
/// </summary>
public readonly int RemainingRounds;
public BattleStatusChangeRecord(BattleStatusType statusType, int remainingRounds)
{
StatusType = statusType;
RemainingRounds = remainingRounds;
}
}
/// <summary>
/// 一次行动产生的有序行动记录。
/// 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。
/// </summary>
public sealed class BattleActionRecord
{
/// <summary>
/// 行动者。
/// </summary>
public readonly int ActorUnitId;
/// <summary>
/// 指令类型,对应配表 BattleActionType。
/// </summary>
public readonly BattleActionType CommandType;
/// <summary>
/// 攻击或技能配置 ID;逃跑为 0。
/// </summary>
public readonly int ActionConfigId;
/// <summary>
/// 按结算顺序排列的效果记录。
/// </summary>
public readonly IReadOnlyList<BattleActionEffectRecord> Effects;
public BattleActionRecord(int actorUnitId, BattleActionType commandType, int actionConfigId,
IReadOnlyList<BattleActionEffectRecord> effects)
{
ActorUnitId = actorUnitId;
CommandType = commandType;
ActionConfigId = actionConfigId;
Effects = effects != null ? Copy(effects) : new BattleActionEffectRecord[0];
}
private static BattleActionEffectRecord[] Copy(IReadOnlyList<BattleActionEffectRecord> source)
{
BattleActionEffectRecord[] copy = new BattleActionEffectRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
/// <summary>
/// 战斗推进返回值。
/// </summary>
public sealed class BattleAdvance
{
/// <summary>
/// 本次推进产生的有序行动记录列表。
/// </summary>
public readonly IReadOnlyList<BattleActionRecord> Records;
/// <summary>
/// 推进结束后的只读战斗快照。
/// </summary>
public readonly BattleSnapshot Snapshot;
/// <summary>
/// 流程状态。
/// </summary>
public readonly BattleFlowState FlowState;
/// <summary>
/// 仅在 Completed 时存在,否则为 null。
/// </summary>
public readonly BattleResult Result;
public BattleAdvance(IReadOnlyList<BattleActionRecord> records, BattleSnapshot snapshot,
BattleFlowState flowState, BattleResult result)
{
Records = records != null ? Copy(records) : new BattleActionRecord[0];
Snapshot = snapshot;
FlowState = flowState;
Result = result;
}
private static BattleActionRecord[] Copy(IReadOnlyList<BattleActionRecord> source)
{
BattleActionRecord[] copy = new BattleActionRecord[source.Count];
for (int i = 0; i < source.Count; i++)
{
copy[i] = source[i];
}
return copy;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 84f740882a72430ca27c4d77004257d8
MonoImporter:
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serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,52 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 玩家指令。
/// 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。
/// </summary>
public sealed class BattleCommand
{
/// <summary>
/// 当前获得行动机会的玩家单位。
/// </summary>
public readonly int ActorUnitId;
/// <summary>
/// 指令类型,对应配表 BattleActionType。
/// </summary>
public readonly BattleActionType CommandType;
/// <summary>
/// 攻击或技能对应的配置 ID;逃跑为 0。
/// </summary>
public readonly int ActionConfigId;
/// <summary>
/// 按目标类型解析后的唯一运行时目标列表。
/// </summary>
public readonly IReadOnlyList<int> TargetUnitIds;
public BattleCommand(int actorUnitId, BattleActionType commandType, int actionConfigId,
IReadOnlyList<int> targetUnitIds)
{
ActorUnitId = actorUnitId;
CommandType = commandType;
ActionConfigId = actionConfigId;
TargetUnitIds = targetUnitIds != null ? Copy(targetUnitIds) : new int[0];
}
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: ce89addfe88643eda73478128e385d5a
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serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,31 @@
namespace SepCore.Battle
{
/// <summary>
/// 遭遇输入,由探索层在碰撞发生时创建。
/// 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。
/// </summary>
public sealed class BattleEncounter
{
/// <summary>
/// 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。
/// </summary>
public readonly int EncounterId;
/// <summary>
/// 该地图敌人代表的敌人队伍预设 ID。
/// </summary>
public readonly int EnemyPartyConfigId;
/// <summary>
/// 碰撞时敌人警惕值未满为 true,否则为 false。
/// </summary>
public readonly bool IsPreemptive;
public BattleEncounter(int encounterId, int enemyPartyConfigId, bool isPreemptive)
{
EncounterId = encounterId;
EnemyPartyConfigId = enemyPartyConfigId;
IsPreemptive = isPreemptive;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@@ -0,0 +1,18 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗单位阵营。
/// </summary>
public enum BattleFaction
{
/// <summary>
/// 玩家阵营。
/// </summary>
Player,
/// <summary>
/// 敌人阵营。
/// </summary>
Enemy,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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@@ -0,0 +1,18 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗流程状态。
/// </summary>
public enum BattleFlowState
{
/// <summary>
/// 等待当前玩家行动者提交指令。
/// </summary>
AwaitingPlayerCommand,
/// <summary>
/// 战斗完成,结果已产出。
/// </summary>
Completed,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,28 @@
namespace SepCore.Battle
{
/// <summary>
/// 战斗结束结果,四种结果互斥。
/// </summary>
public enum BattleOutcome
{
/// <summary>
/// 所有敌人阵亡。
/// </summary>
Victory,
/// <summary>
/// 所有玩家成功逃跑,且没有玩家阵亡。
/// </summary>
AllEscaped,
/// <summary>
/// 至少一名玩家逃跑,其余仍在战斗中的玩家全部阵亡。
/// </summary>
PartialEscapeDefeat,
/// <summary>
/// 所有玩家阵亡,没有任何玩家成功逃跑。
/// </summary>
TotalDefeat,
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,80 @@
namespace SepCore.Battle
{
/// <summary>
/// 玩家输入快照,是进入本场战斗时的值快照。
/// 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。
/// </summary>
public sealed class BattlePlayerInput
{
/// <summary>
/// 角色配置标识;同时用于把结果回写到单局角色状态。
/// </summary>
public readonly int CharacterId;
/// <summary>
/// 当前战备中的顺序。
/// </summary>
public readonly int PartyOrder;
/// <summary>
/// 单局临时状态中的当前 HP。
/// </summary>
public readonly int CurrentHp;
/// <summary>
/// 单局临时状态中的当前 MP。
/// </summary>
public readonly int CurrentMp;
/// <summary>
/// 已结算装备加成的最终 HP 上限。
/// </summary>
public readonly int MaxHp;
/// <summary>
/// 已结算装备加成的最终 MP 上限。
/// </summary>
public readonly int MaxMp;
/// <summary>
/// 已结算装备加成的最终攻击。
/// </summary>
public readonly int Atk;
/// <summary>
/// 已结算装备加成的最终魔力。
/// </summary>
public readonly int Mat;
/// <summary>
/// 已结算装备加成的最终速度。
/// </summary>
public readonly int Speed;
/// <summary>
/// 普通攻击行动配置 ID。
/// </summary>
public readonly int AttackActionId;
/// <summary>
/// 该角色首版唯一技能行动配置 ID。
/// </summary>
public readonly int SkillActionId;
public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp,
int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId)
{
CharacterId = characterId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
CurrentMp = currentMp;
MaxHp = maxHp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
AttackActionId = attackActionId;
SkillActionId = skillActionId;
}
}
}
@@ -0,0 +1,11 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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 @@
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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;
}
}
}
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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();
}
}
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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);
}
}
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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);
}
}
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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);
}
}
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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;
}
}
}
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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;
}
}
}
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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);
}
}
}
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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;
}
}
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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;
}
}
}
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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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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public sealed class BattleActorCardItem : MonoBehaviour
{
[SerializeField] private GameObject activeMarker;
[SerializeField] private Image icon;
[SerializeField] private Image hpFill;
[SerializeField] private Image mpFill;
[SerializeField] private TextMeshProUGUI characterName;
[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;
#if UNITY_EDITOR
public void ConfigureEditor(GameObject marker, Image iconImage, Image hpFillImage, Image mpFillImage,
TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel, TextMeshProUGUI mpLabel)
{
activeMarker = marker;
icon = iconImage;
hpFill = hpFillImage;
mpFill = mpFillImage;
characterName = nameLabel;
hpText = hpLabel;
mpText = mpLabel;
}
#endif
}
}
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public sealed class BattleEnemySlotItem : MonoBehaviour
{
[SerializeField] private Button targetButton;
[SerializeField] private GameObject selectedMarker;
[SerializeField] private Image icon;
[SerializeField] private Image hpFill;
[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;
#if UNITY_EDITOR
public void ConfigureEditor(Button button, GameObject marker, Image iconImage, Image hpFillImage,
TextMeshProUGUI nameLabel, TextMeshProUGUI hpLabel)
{
targetButton = button;
selectedMarker = marker;
icon = iconImage;
hpFill = hpFillImage;
enemyName = nameLabel;
hpText = hpLabel;
}
#endif
}
}
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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。
/// </summary>
public partial class BattleForm : UGuiForm
{
protected override void OnInit(object userData)
{
base.OnInit(userData);
View.attackButton.onClick.AddListener(OnAttackButtonClick);
View.skillButton.onClick.AddListener(OnSkillButtonClick);
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
View.itemButton.interactable = false;
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
View.currentActorText.text = string.Empty;
Log.Info("BattleForm opened as empty shell.");
}
protected override void OnClose(bool isShutdown, object userData)
{
View.attackButton.onClick.RemoveListener(OnAttackButtonClick);
View.skillButton.onClick.RemoveListener(OnSkillButtonClick);
View.itemButton.onClick.RemoveListener(OnItemButtonClick);
View.escapeButton.onClick.RemoveListener(OnEscapeButtonClick);
base.OnClose(isShutdown, userData);
}
private void OnAttackButtonClick()
{
Log.Info("BattleForm placeholder: attack clicked.");
}
private void OnSkillButtonClick()
{
Log.Info("BattleForm placeholder: skill clicked.");
}
private void OnItemButtonClick()
{
Log.Info("BattleForm placeholder: item clicked.");
}
private void OnEscapeButtonClick()
{
Log.Info("BattleForm placeholder: escape clicked.");
}
}
}
@@ -0,0 +1,11 @@
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// <auto-generated />
using UnityEngine;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public partial class BattleForm : UGuiForm
{
[SerializeField] private BattleView _view = null;
public BattleView View => _view;
}
}
@@ -0,0 +1,11 @@
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public sealed class BattleTurnSlotItem : MonoBehaviour
{
[SerializeField] private GameObject activeMarker;
[SerializeField] private Image icon;
[SerializeField] private TextMeshProUGUI label;
public GameObject ActiveMarker => activeMarker;
public Image Icon => icon;
public TextMeshProUGUI Label => label;
#if UNITY_EDITOR
public void ConfigureEditor(GameObject marker, Image iconImage, TextMeshProUGUI slotLabel)
{
activeMarker = marker;
icon = iconImage;
label = slotLabel;
}
#endif
}
}
@@ -0,0 +1,11 @@
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// <auto-generated />
using UnityEngine;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public partial class BattleView : MonoBehaviour
{
[SerializeField] public global::UnityEngine.RectTransform turnSlotsRoot;
[SerializeField] public global::SepCore.UI.BattleTurnSlotItem battleTurnSlotTemplate;
[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard1;
[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::SepCore.UI.BattleEnemySlotItem battleEnemySlotTemplate;
[SerializeField] public global::TMPro.TextMeshProUGUI currentActorText;
[SerializeField] public global::UnityEngine.UI.Button attackButton;
[SerializeField] public global::UnityEngine.UI.Button skillButton;
[SerializeField] public global::UnityEngine.UI.Button itemButton;
[SerializeField] public global::UnityEngine.UI.Button escapeButton;
}
}
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using System.Collections.Generic; using System.Collections.Generic;
using SepCore.Base;
using SepCore.Definition; using SepCore.Definition;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
namespace SepCore.UI namespace SepCore.UI
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# 回合制战斗开发 TODO
> 状态:进行中(M0 组件已落地,其余里程碑未开始)
>
> 创建日期:2026-08-31
>
> 相关设计:`Docs/GameDesign/04_TurnBasedCombat.md`、`Docs/GameDesign/03_RunExploration.md`、`Docs/GameDesign/06_PrototypeScope.md`
>
> 目标:在不新增 Battle 场景的前提下,实现覆盖在地图上的半透明多对多回合制战斗 UI,以及可独立测试的战斗规则内核。
## 一、完成纪律
- 里程碑是否完成只看标题中的 `[ ]`;第八节的复选框单独追踪 22 条设计验收,不代替里程碑完成状态。
- 代码写完、静态检查通过或 Unity 编译通过,都不能单独把里程碑改为 `[x]`。
- 只有完成该里程碑列出的 Unity 编译、EditMode 测试和 Play Mode 可见验收,并记录证据后,才能改为 `[x]`。
- 每次只实现当前里程碑。本里程碑“明确不做”的内容不能因为顺手而提前并入。
- 生成代码不能手改。Luban 结构或数据需要调整时,修改源表后运行 `数据表/gen_cli.sh`。
- 战斗内核不得直接读写 `SaveData`,不得直接操作地图敌人物体、掉落物或局外结算。
- 本文档当前所有里程碑均为未完成;本文档落地不代表任何代码或运行时验收已经完成。
每个里程碑完成后按以下格式补证据:
```text
代码状态:未开始 / 进行中 / 已完成
Unity 编译:未验证 / 通过(日期、日志或截图)
EditMode:未验证 / 通过(用例数量、结果)
Play Mode:未验证 / 通过(操作步骤、可见结果、截图或录像)
提交或差异:commit / diff 路径
剩余问题:无 / 具体问题
```
## 二、总体进度
| 里程碑 | 可见结果 | 当前状态 |
| --- | --- | --- |
| M0 接口与调试入口 | Main 场景可打开和关闭半透明战斗壳层,地图更新暂停 | 已完成 |
| M1 1v1 攻击闭环 | 玩家攻击、敌人反击并产生胜负 | 未开始 |
| M2 4v4 回合调度 | 多人队伍按实时速度和并列规则行动 | 未开始 |
| M3 技能、目标与效果 | 数值型攻击和技能可合法选目标并结算 HP/MP | 未开始 |
| M4 状态与速度变化 | 眩晕跳过下一次行动,速度变化立即刷新顺序 | 未开始 |
| M5 先制与确定性随机 | 先制首轮和普通次轮正确,同一随机输入可复现 | 未开始 |
| M6 单人逃跑与结束矩阵 | 成功、失败、全逃跑、部分逃跑后阵亡均可见 | 未开始 |
| M7 单局状态回写 | HP/MP、阵亡恢复和战斗状态清理正确回到临时单局状态 | 未开始 |
| M8 探索遭遇接入 | 碰撞进入战斗,胜利移除敌人,逃跑恢复敌人并获得保护 | 未开始 |
| M9 战斗 UI 完成 | 最小信息、输入限制和即时反馈完整 | 未开始 |
| M10 全量回归 | 战斗文档 22 条验收全部留有运行证据 | 未开始 |
### 验证记录
| 里程碑 | 代码 | Unity 编译 | EditMode | Play Mode | 证据 |
| --- | --- | --- | --- | --- | --- |
| M0 | 已完成 | 通过(2026-08-31,dotnet build SepCore.Runtime.csproj 0 错误;Unity 编辑器内 Play Mode 实测编译通过) | 不适用(M0 无 EditMode 用例) | 通过(2026-08-31,见 M0 证据) | 已记录(M0 小节) |
| M1 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M2 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M3 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M4 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M5 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M6 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M7 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M8 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M9 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
| M10 | 未开始 | 未验证 | 未验证 | 未验证 | 未记录 |
## 三、已确认的范围与约定
以下决定于 2026-08-31 确认,后续实现不得自行改变:
| 项目 | 约定 |
| --- | --- |
| 单局基础 | 本 TODO 包含最小单局临时状态及其接口,不包含完整地图生成、搜索和警惕 AI 的实现 |
| 战斗承载 | 不新增 Battle 场景;在 Main 场景地图上覆盖半透明的顶级 `BattleForm` |
| 地图暂停 | 战斗期间暂停地图角色、敌人 AI、碰撞、搜索和单局计时的更新,战斗 UI 继续响应 |
| 模块边界 | 战斗接收值快照和本局随机接口,返回结果;不直接读写存档、地图敌人或掉落 |
| 眩晕 | `DurationRounds=N` 影响目标未来 N 次行动机会;`Stun(1)` 跳过下一次行动后失效 |
| 状态重复施加 | 同类状态不叠层,保留较长的剩余持续次数 |
| 友方目标 | `SingleAlly` 包含施法者;`Self` 只能选择施法者自己 |
| 阵亡目标 | 阵亡和已逃跑单位不是合法目标;首版没有战斗内复活 |
| 战斗表现 | 首版使用面板式即时结算,不做站位动画、攻击动画、VFX、Timeline 或音效同步 |
| 操作方式 | 首版使用鼠标点击行动和目标 |
| 行动顺序 UI | 显示当前行动者和本轮剩余行动者;速度变化后立即刷新,不预测下一轮 |
## 四、模块所有权
### 4.1 目录与程序集
| 位置 | 所有权 |
| --- | --- |
| `Assets/GameMain/Scripts/Runtime/Battle/` | 战斗接口与 DTO、纯战斗模型、调度、指令校验、效果结算、敌人策略和 `BattleController` |
| `Assets/GameMain/Scripts/Runtime/CustomComponent/Run/` | 最小单局临时状态、探索暂停和战斗协调 |
| `Assets/GameMain/Scripts/Runtime/CustomComponent/Random/` | 本局种子与共享随机源(`RandomComponent`、`IRunRandomSource`、`RunRandomSource`) |
| `Assets/GameMain/Scripts/UI/Battle/` | `BattleForm`、子 Form/View 和手写 `.Logic.cs` 表现逻辑 |
| `Assets/GameMain/Scripts/Base/Event/` | 只有确实需要跨模块广播的 UGF 事件;战斗内部通信不走全局事件总线 |
| `Assets/GameMain/Tests/EditMode/Battle/` | 战斗规则的纯逻辑 EditMode 测试及测试程序集 |
不新增战斗程序集。接口、DTO 和内核均放入现有 `SepCore.Runtime`;`SepCore.Presentation` 已经单向引用 Runtime,Runtime 不得反向引用 Presentation。
### 4.2 责任划分
| 模块 | 负责 | 不负责 |
| --- | --- | --- |
| `RandomComponent` | 本局 seed、共享随机源;地图生成、敌人 AI、逃跑和掉落共用 | 战斗行动规则、地图对象、存档写盘 |
| `TurnBattleComponent` | 临时角色状态、计时、战斗占用、探索暂停标志 | 战斗行动规则、战斗 UI、存档写盘 |
| `RunBattleCoordinator` | 从单局状态构建请求、打开 UI、提交结果、生成地图恢复计划 | 回合排序、效果计算、UI 控件状态 |
| `BattleSession` | 单位、轮次、行动机会、效果、状态、敌人 AI、逃跑和结束判定 | 地图对象、SaveData、UI GameObject |
| `BattleController` | 暴露只读快照、接收玩家指令、推进自动行动、产出行动记录和最终结果 | 直接渲染 UI、直接控制地图 |
| `BattleForm` | 展示快照、收集玩家指令、即时播放行动记录、展示结束结果 | 修改战斗数据、读取存档、决定掉落 |
| 探索适配器 | 碰撞发起遭遇、冻结/恢复地图、敌人移除或复位、掉落、2 秒保护 | 战斗内部规则 |
### 4.3 调用链
```text
队长与地图敌人碰撞
-> 探索层创建 BattleEncounter
-> RunBattleCoordinator.TryStartBattle
-> TurnBattleComponent 预留战斗占用,拒绝重复遭遇
-> RunBattleCoordinator 构建 BattleStartRequest
-> 创建并校验 BattleController;失败则释放占用且不暂停地图
-> 校验成功后提交战斗占用并暂停探索更新
-> 打开 BattleForm,并调用 BattleController.Start
-> BattleForm 展示 BattleSnapshot
-> 玩家提交 BattleCommand / 敌人策略自动提交行动
-> BattleController 返回 BattleAdvance
-> BattleForm 即时展示 BattleActionRecord
-> BattleSession 产生 BattleResult
-> RunBattleCoordinator.ApplyResult
-> 更新单局临时角色状态并生成 BattleReturnPlan
-> 探索层执行敌人、掉落、保护或单局失败处理
-> 关闭 BattleForm,并在允许继续单局时恢复探索更新
```
## 五、接口契约
本节固定接口语义。实现时允许按 C# 规范调整只读集合或构造函数形式,但不得改变所有权和数据流。
### 5.1 身份规则
| 标识 | 用途 |
| --- | --- |
| `EncounterId` | 地图敌人实例的单局唯一标识;不能使用敌人配置 ID 代替 |
| `BattleUnitId` | 本场战斗单位的唯一运行时标识;重复配置的敌人必须拥有不同 ID |
| `CharacterId` | 玩家角色配置标识;同时用于把结果回写到单局角色状态 |
| `EnemyConfigId` | 敌人种类配置标识;同一敌人队伍内可以重复 |
| `PartyOrder` | 玩家取战备顺序,敌人取 `EnemyPartyConfig.EnemyIds` 顺序;作为同阵营同速度的最终并列规则 |
所有 UI 指令和目标选择都使用 `BattleUnitId`,不能使用可能重复的 `EnemyConfigId`。
### 5.2 遭遇输入
`BattleEncounter` 由探索层创建:
| 字段 | 说明 |
| --- | --- |
| `EncounterId` | 触发碰撞的地图敌人实例 |
| `EnemyPartyConfigId` | 该地图敌人代表的敌人队伍预设 |
| `IsPreemptive` | 碰撞时敌人警惕值未满为 true,否则为 false |
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。
### 5.3 玩家输入快照
`BattlePlayerInput` 是进入本场战斗时的值快照:
| 字段 | 说明 |
| --- | --- |
| `CharacterId` | 角色配置 ID |
| `PartyOrder` | 当前战备中的顺序 |
| `CurrentHp` / `CurrentMp` | 单局临时状态中的当前值 |
| `MaxHp` / `MaxMp` | 已结算装备加成的最终上限 |
| `Atk` / `Mat` / `Speed` | 已结算装备加成的最终战斗属性 |
| `AttackActionId` | 普通攻击行动配置 ID |
| `SkillActionId` | 该角色首版唯一技能行动配置 ID |
装备计算由单局角色快照构建器完成。`BattleSession` 不读取 `CharacterSave`、装备栏或背包。
### 5.4 战斗启动请求
`BattleStartRequest` 至少包含:
| 字段 | 说明 |
| --- | --- |
| `EncounterId` | 用于将结果关联回地图敌人实例 |
| `Players` | 1 到 4 个 `BattlePlayerInput`,保持战备顺序 |
| `EnemyPartyConfigId` | 用于按队伍预设创建 1 到 4 个敌人运行时单位 |
| `IsPreemptive` | 是否启用第一轮玩家先制 |
| `Random` | 当前单局唯一的 `IRunRandomSource` 实例,来自 `RandomComponent`,不创建战斗私有随机源 |
请求在创建后视为只读。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。
### 5.5 随机数接口
```csharp
public interface IRunRandomSource
{
int NextInt(int minInclusive, int maxExclusive);
bool RollPermille(int successPermille);
}
```
- 本局种子由局外(战备界面玩家输入)带入,`RandomComponent.BeginRun(seed)` 初始化共享随机源。
- 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;`RandomComponent` 是唯一持有者。
- 战斗不能根据 EncounterId、回合数或当前时间重新播种。
- `RollPermille(0)` 必须失败,`RollPermille(1000)` 必须成功。
- EditMode 测试使用可注入的序列随机源,不依赖 Unity 全局随机状态。
### 5.6 配置访问接口
`IBattleConfigProvider` 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。
```csharp
public interface IBattleConfigProvider
{
EnemyPartyConfig GetEnemyParty(int id);
EnemyConfig GetEnemy(int id);
BattleActionConfig GetAction(int id);
GlobalConfig GetGlobal();
}
```
配置缺失属于战斗启动失败,不允许用零值单位继续战斗。普通消费路径信任已经导出的合法配表,不在每次行动中重复做全表完整性扫描。
### 5.7 玩家指令
`BattleCommand` 至少包含:
| 字段 | 说明 |
| --- | --- |
| `ActorUnitId` | 当前获得行动机会的玩家单位 |
| `CommandType` | `Attack`、`Skill`、`Item` 或 `Escape`;复用配表 `BattleActionType` 枚举,不单独定义 |
| `ActionConfigId` | 攻击或技能对应的配置 ID;逃跑为 0 |
| `TargetUnitIds` | 按目标类型解析后的唯一运行时目标列表 |
- `Item` 按钮可见但首版禁用,不产生 `BattleCommand`。
- 只有 `BattleSnapshot` 指示的当前玩家单位能提交指令。
- MP 不足时技能按钮禁用;控制器仍需拒绝伪造的非法指令。
- `SingleAlly` 包含自己;`Self` 必须且只能以自己为目标。
- `AllAllies` 包含自己;全体目标由控制器根据当前合法单位展开,UI 不自行拼装。
- 阵亡、逃跑和敌对阵营错误的目标均非法。
- 非法指令不得消耗 MP、行动机会或随机数。
### 5.8 只读战斗快照
`BattleSnapshot` 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,不能把可修改的内部列表或 `BattleUnit` 引用暴露给调用方。
| 字段 | 说明 |
| --- | --- |
| `RoundNumber` | 当前轮次,从 1 开始 |
| `IsPreemptiveRound` | 当前是否为先制战斗第一轮 |
| `CurrentActorUnitId` | 当前行动者;战斗完成时为空 |
| `Units` | 全部单位的只读视图,保持稳定显示顺序 |
| `RemainingTurnOrder` | 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 |
| `FlowState` | `AwaitingPlayerCommand` 或 `Completed` |
每个单位视图至少包含 `BattleUnitId`、阵营、配置 ID、`PartyOrder`、当前及上限 HP/MP、ATK、MAT、Speed、是否阵亡、是否逃跑、剩余状态和可用行动 ID。UI 不根据这些字段自行推演下一轮或判定胜负。
### 5.9 战斗推进返回值
`BattleController.Start()` 和 `SubmitCommand()` 返回 `BattleAdvance`:
| 字段 | 说明 |
| --- | --- |
| `Records` | 本次推进产生的有序 `BattleActionRecord` 列表 |
| `Snapshot` | 推进结束后的只读战斗快照 |
| `FlowState` | `AwaitingPlayerCommand` 或 `Completed` |
| `Result` | 仅在 Completed 时存在 |
`BattleActionRecord` 记录行动者、行动、目标,以及每个效果前后的数值或状态变化。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。
### 5.10 敌人策略接口
```csharp
public interface IEnemyBattlePolicy
{
BattleCommand Decide(
BattleSnapshot snapshot,
int actorUnitId,
IRunRandomSource random);
}
```
- `EnemyAiType.Random` 对当前可用行动做等概率选择,再对合法的单体目标做等概率选择。
- MP 不足的行动不进入候选集。
- 全体目标不额外随机目标。
- 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。
- 策略只读取快照并返回指令,不直接修改 `BattleSession`。
### 5.11 战斗结果
`BattleOutcome` 固定为以下四种:
| 结果 | 条件 | 单局是否继续 |
| --- | --- | --- |
| `Victory` | 所有敌人阵亡 | 是 |
| `AllEscaped` | 所有玩家成功逃跑,且没有玩家阵亡 | 是 |
| `PartialEscapeDefeat` | 至少一名玩家逃跑,其余仍在战斗中的玩家全部阵亡 | 是 |
| `TotalDefeat` | 所有玩家阵亡,没有任何玩家成功逃跑 | 否 |
`BattleResult` 至少包含:
| 字段 | 说明 |
| --- | --- |
| `EncounterId` | 关联原地图敌人实例 |
| `Outcome` | 上述四种战斗结果之一 |
| `Players` | 每名参战玩家的原始战后结果 |
每个玩家结果包含 `CharacterId`、`CurrentHp`、`CurrentMp`、`WasDefeated`、`Escaped`。战斗结果保留原始战斗值:阵亡者 HP 为 0;恢复到 1 HP/1 MP 的规则由 `RunBattleCoordinator` 在非全员阵亡结果中统一应用。
### 5.12 探索恢复计划
`RunBattleCoordinator` 根据 `BattleResult` 生成 `BattleReturnPlan`,探索层只执行计划:
`BattleReturnPlan` 至少包含 `EncounterId`、`Outcome`、回写后的玩家临时状态、`RemoveEncounterEnemy`、`ResetEncounterEnemy`、`ShouldRollDrops`、`ProtectionMs`、`ShouldResumeExploration` 和 `EndsRunAsDefeated`。这些布尔值由协调器按下表统一产生,探索层不得再次根据玩家 HP 或逃跑数量重判战斗结果。
| 战斗结果 | 玩家状态 | 触发敌人 | 掉落 | 保护时间 | 单局计时 |
| --- | --- | --- | --- | --- | --- |
| `Victory` | 存活者保留 HP/MP,阵亡者恢复配置的 1/1,清除战斗状态 | 移除 | 使用本局随机源结算 | 无 | 恢复 |
| `AllEscaped` | 逃跑时 HP/MP 保留,清除战斗状态 | 保留并恢复地图行为,下次按完整预设重建 | 无 | 配置的 2 秒 | 恢复 |
| `PartialEscapeDefeat` | 逃跑者保留 HP/MP,阵亡者恢复配置的 1/1,清除状态 | 保留并恢复地图行为,下次按完整预设重建 | 无 | 配置的 2 秒 | 恢复 |
| `TotalDefeat` | 不返回探索 | 保持到单局失败清理 | 无 | 无 | 不恢复,进入失败结算 |
其他地图敌人在战斗期间被冻结;战斗结束后恢复战前的警惕和追击状态,不重新初始化。
探索层通过以下最小接口接收恢复计划:
```csharp
public interface IExplorationBattleBridge
{
void ApplyBattleReturn(BattleReturnPlan plan);
}
```
碰撞方主动把 `BattleEncounter` 交给 `RunBattleCoordinator.TryStartBattle`;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。
### 5.13 探索暂停接口
- `TurnBattleComponent.IsExplorationPaused` 是地图更新的统一门禁。
- 玩家移动、队员跟随、敌人巡逻/警惕/追击、搜索进度、地图碰撞触发和单局计时都必须遵守该门禁。
- 战斗 UI、战斗内核和使用 unscaled time 的 UI 反馈不受该门禁影响。
- 首版不使用切换场景实现暂停。
- 不把 `Time.timeScale = 0` 作为战斗模块的唯一暂停机制,避免 UI 和后续表现链被一同停止。
- 战斗重复进入由 `TurnBattleComponent` 的战斗占用状态拒绝;同一碰撞帧不得创建多场战斗。
## 六、固定规则
### 6.1 下一行动者
每次行动或跳过结束后,重新从本轮尚未获得行动机会且仍在战斗中的单位中选择:
1. 先制战斗第一轮仍有玩家未行动时,只在玩家中选择;玩家全部行动后才允许选择敌人。
2. 当前速度高者优先。
3. 当前速度相同时,玩家优先于敌人。
4. 同阵营同速度时,`PartyOrder` 小者优先。
5. 已经获得过本轮行动机会的单位不会因速度变化再次行动。
6. 候选集为空时开启下一轮;先制限制只适用于第一轮。
阵亡和逃跑单位不再进入候选集。眩晕单位仍会被选为下一行动者,随后跳过这次机会、标记本轮已行动并消耗一次眩晕持续次数。
### 6.2 数值与效果
- 每个 `BattleEffect` 按配置列表顺序结算。
- 目标变化值为 `FlatValue + SourceStat * SourceScalePermille / 1000`。
- 使用整数运算;首版不加入暴击、防御、命中、浮动伤害或元素克制。
- HP 和 MP 始终钳制到 0 与对应上限之间。
- HP 降到 0 时立即标记阵亡,之后不能成为合法目标或行动者。
- MP 不足的行动不可执行,不扣除行动机会。
- 战斗中的属性和状态变化只属于本场战斗;除最终 HP/MP 外不写回探索。
### 6.3 眩晕
- `Stun(1)` 表示跳过目标未来一次行动机会。
- 目标本轮尚未行动时被施加眩晕,会跳过本轮即将到来的行动。
- 目标本轮已经行动时被施加眩晕,会跳过下一轮的行动。
- 重复施加时,剩余次数取当前值与新值中的较大值,不相加。
- 战斗结束时清除全部战斗状态。
### 6.4 逃跑
- 逃跑只允许当前玩家行动者选择。
- 每次尝试使用 `GlobalConfig.EscapeSuccessPermille` 和本局随机源独立判定。
- 成功或失败都消耗当前角色本轮行动机会。
- 成功后角色立即从当前战斗候选集和合法目标中移除,但不视为阵亡。
- 只要仍有玩家留在战斗中,单个角色逃跑不结束战斗。
## 七、开发里程碑
### [x] M0 接口、最小单局状态与战斗壳层
目标:建立不会被后续规则推翻的数据流,并在 Main 场景得到第一个可见结果。
实现范围:
- 建立第五节定义的 DTO、枚举和接口。
- 新增 `RandomComponent`:本局 seed 与共享随机源,种子由局外带入,地图生成、敌人 AI、逃跑和掉落共用。
- 新增 `TurnBattleComponent` 最小状态:临时玩家列表、计时、`IsExplorationPaused` 和战斗占用标志。
- 将 `RandomComponent`、`TurnBattleComponent` 挂入 Launcher 的自定义组件节点,并在 `GameEntry.Custom` 暴露统一访问入口。
- 新增 `RunBattleCoordinator` 空流程,能用固定调试遭遇构建 `BattleStartRequest`。
- 新增半透明顶级 `BattleForm`、`UIFormType` 与 `UIFormConfig`,沿用现有 Form/View/`.Logic.cs` 生成和维护规则。
- 增加仅供 Editor/Development Build 使用的调试入口,不依赖尚未实现的地图敌人。
- 打开战斗 UI 时暂停调试地图计时,关闭调试壳层后恢复。
当前进度(2026-08-31):
- 已完成:`RandomComponent`(`GameEntry.Random`,Launcher.unity "Random" GameObject);`TurnBattleComponent`(`GameEntry.TurnBattle`,Launcher.unity "Turn Battle" GameObject);`IRunRandomSource`、`RunRandomSource`、`RunPlayerState`;第五节全部 DTO/枚举/接口(`Battle/` 目录,命名空间 `SepCore.Battle`);`RunBattleCoordinator`(`GameEntry.RunBattle`,空流程:预留占用、构建 `BattleStartRequest`、暂停/恢复探索与计时、开/关 `BattleForm`,`EndDebugBattle` 为 M0 专用,M7 由 `ApplyResult` 替代);`BattleForm.Logic.cs` 壳层逻辑(按钮绑定、道具禁用、占位反馈,不含暂停职责);`BattleDebuggerWindow` 调试入口(`#if UNITY_EDITOR || DEVELOPMENT_BUILD` 注册于 `ProcedureLaunch`,路径 Battle/Shell,固定遭遇 EncounterId=1/队伍预设 1,缺单局状态时用配表角色与固定种子初始化);配表 `UIFormType.BattleForm = 103` 与 `UIFormConfig` 行已导出。
- 未完成:`BattleController` 创建与校验(M1 起);暂停联动已由协调器承担,等待 M0 Play Mode 验收。
- 已知注意点:单局计时暂停来源不止战斗(暂停菜单也会暂停),后续需要多来源组合;`RunRandomSource` 使用 System.Random,跨平台同 seed 序列不保证一致,仅需同构建内复现;`BattleView` 的回合槽与敌人槽为模板 + 运行时实例化(`turnSlotsRoot`/`enemySlotsRoot` + template),数据接入时由 Logic 负责实例化。
验证证据:
```text
代码状态:已完成
Unity 编译:通过(2026-08-31,dotnet build SepCore.Runtime.csproj 0 错误;Unity 编辑器内编译与 Play Mode 实测通过)
EditMode:不适用(M0 无 EditMode 用例)
Play Mode:通过(2026-08-31,Debugger -> Battle/Shell 实测:
1. Main 场景未切换、未卸载,半透明 BattleForm 覆盖在地图上;
2. 调试入口 Open 打开战斗壳层,按钮可点击响应;
3. Run State 读数:打开后 RunElapsedMs 停止增长、IsTimerPaused=true、IsExplorationPaused=true、IsBattleActive=true,Close 后计时恢复增长、标志复位;
4. 壳层打开时重复点击 Open 被拒绝(TryStartBattle 占用检查 + allowMultiInstance=false),不会打开第二场。
截图:未提供)
提交或差异:未提交(工作区包含全部 M0 代码、配表导出与 Launcher.unity 挂载)
剩余问题:无
```
明确不做:回合调度、攻击、敌人 AI、胜负和真实碰撞接入。
Play Mode 验收:
- Main 场景不切换、不卸载。
- 调试入口能打开覆盖地图的半透明战斗 UI。
- 战斗 UI 打开时地图计时或可观察的地图更新停止,UI 按钮仍可响应。
- 重复触发调试入口不会打开第二场战斗。
### [ ] M1 1v1 攻击闭环
目标:完成第一场能亲手打完的战斗。
实现范围:
- 创建 1 名玩家和 1 名敌人的 `BattleSession`。
- 支持轮次、当前行动者和每轮一次行动机会。
- 支持普通攻击、简单 HP 伤害、MP/HP 钳制和阵亡。
- 实现 `EnemyAiType.Random` 的免费攻击选择和合法目标选择。
- 实现 `Victory` 与 `TotalDefeat`。
- UI 显示双方 HP、当前行动者和攻击按钮。
明确不做:多人队伍、技能、状态、先制和逃跑。
Play Mode 验收:
- 玩家点击攻击后敌人 HP 立即变化。
- 未结束时敌人能自动反击,玩家 HP 立即变化。
- 任一方 HP 归零后战斗停止接受指令并显示对应结果。
- 行动记录的顺序和最终数值与 UI 一致。
### [ ] M2 1 至 4 人多对多与实时回合顺序
目标:完成设计要求的多对多调度骨架。
实现范围:
- 从 `BattleStartRequest.Players` 和 `EnemyPartyConfig` 创建最多 4v4 的单位。
- 为重复敌人配置生成不同 `BattleUnitId`。
- 实现当前速度、阵营优先和 `PartyOrder` 并列规则。
- 每次行动后重新选择本轮下一行动者。
- 阵亡单位在轮到前死亡时不再行动。
- UI 显示当前行动者和本轮剩余顺序。
明确不做:速度修改效果、眩晕、技能和先制。
Play Mode 验收:
- 调试场景可分别启动 1v1、2v2 和 4v4。
- 同速度时玩家先于敌人,同阵营按队伍顺序行动。
- 每个仍在战斗中的单位每轮最多行动一次。
- 两个相同 EnemyConfig 的敌人可以分别选择、受伤和死亡。
### [ ] M3 技能、目标选择、MP 与通用效果
目标:让当前配表中的数值型玩家和敌人行动可用。
实现范围:
- 支持 `Attack` 和 `Skill` 行动配置。
- 本阶段只结算数值型 `BattleEffect`;状态型效果由 M4 接入。
- 支持 `Self`、`SingleAlly`、`AllAllies`、`SingleEnemy` 和 `AllEnemies`。
- 实现 MP 校验和成功执行后的 MP 扣除。
- 实现 HP 治疗、单体伤害和全体伤害。
- UI 根据行动配置进入或跳过目标选择,并禁用 MP 不足的技能。
- 控制器拒绝错误行动者、错误阵营、错误目标数量、阵亡目标和逃跑目标。
明确不做:角色 4 的眩晕效果、速度修改、逃跑和道具效果。
Play Mode 验收:
- 角色 1 至 3 的单体伤害、单体治疗和全体伤害技能能够完整结算。
- `SingleAlly` 可以选择施法者自己。
- 全体技能一次结算全部合法目标。
- MP 不足时技能不可点击,伪造非法指令也不会消耗行动机会。
- 治疗不会超过 MaxHP,伤害不会使 HP 低于 0。
### [ ] M4 眩晕、无法行动与实时速度变化
目标:补齐会改变行动机会或下一行动者的战斗内变化。
实现范围:
- 实现 `BattleStatusType.Stun` 及已确认的持续次数语义。
- 实现同类状态刷新而非叠层。
- 实现对 Speed 的简单数值修改。
- 速度改变后立即重算本轮剩余顺序。
- 为 EditMode 和开发调试场景提供可复现的速度变化用例;不要求修改四名正式角色的技能定位。
明确不做:复杂状态、每轮伤害、状态图标动画和永久属性写回。
Play Mode 验收:
- 角色 4 的眩晕技能能使尚未行动的目标跳过本次行动。
- 已经行动的目标被眩晕后,会跳过下一轮的行动。
- 重复眩晕不会叠加总次数,只保留较长持续次数。
- 调试行动改变未行动单位速度后,本轮剩余顺序立即更新。
- 已在本轮行动过的单位不会因速度提高再次行动。
### [ ] M5 先制首轮与确定性随机
目标:接通普通遭遇和主动接敌的规则差异,并证明战斗随机来自单局。
实现范围:
- 实现 `IsPreemptive`。
- 第一轮所有尚未行动的玩家先于所有敌人,玩家内部仍按当前速度和队伍顺序选择。
- 第二轮恢复双方共同按速度选择。
- 敌人行动和目标选择只消费注入的本局随机源。
- 增加固定随机序列的 EditMode 回归用例。
明确不做:真实警惕碰撞接入和敌人掉落。
Play Mode 验收:
- 同一队伍可分别以普通和先制模式启动。
- 先制第一轮中,即使敌人速度更高,也要等所有玩家行动后再行动。
- 第二轮高速敌人恢复正常优先级。
- 相同初始状态与固定随机序列产生相同敌人行动和目标记录。
### [ ] M6 单角色逃跑与结束结果矩阵
目标:完成所有战斗结束分支,但暂不操作地图。
实现范围:
- 增加逃跑按钮和 `Escape` 指令。
- 使用 `GlobalConfig.EscapeSuccessPermille` 与本局随机源判定。
- 成功或失败均消耗当前行动机会。
- 成功逃跑单位立即离开候选集和合法目标集合。
- 实现 `AllEscaped` 与 `PartialEscapeDefeat`。
- 固定四种 `BattleOutcome` 的互斥判定和结果数据。
明确不做:2 秒地图保护、地图敌人恢复和 HP/MP 回写。
Play Mode 验收:
- 逃跑失败后角色仍在战斗中,随后敌人正常行动。
- 单人逃跑成功不会在仍有队友战斗时结束战斗。
- 所有人成功逃跑得到 `AllEscaped`。
- 至少一人逃跑、其余人阵亡得到 `PartialEscapeDefeat`,而不是 `TotalDefeat`。
- 没有人逃跑且全部阵亡得到 `TotalDefeat`。
### [ ] M7 单局临时状态回写与战斗关闭
目标:让调试战斗能正确返回同一局临时状态。
实现范围:
- `RunBattleCoordinator` 消费 `BattleResult`,不得由 UI 自行回写。
- 胜利时存活者保留 HP/MP,阵亡者按全局配置恢复到 1/1。
- 全逃跑时所有角色保留逃跑时 HP/MP。
- 部分逃跑失败时逃跑者保留值,阵亡者恢复到 1/1。
- 清除所有战斗状态,不把 Speed 修改或眩晕带回探索。
- `TotalDefeat` 进入单局失败入口,不恢复探索更新。
- 非全员阵亡时关闭 `BattleForm` 并恢复探索更新。
明确不做:真实地图敌人、掉落和保护碰撞门禁。
Play Mode 验收:
- 连续打开两场调试战斗时,第二场使用第一场返回的玩家 HP/MP。
- 第一场阵亡但非全员阵亡的角色,第二场以 1 HP/1 MP 参战。
- 上一场眩晕或速度修改不会进入下一场。
- 全员阵亡后不能返回可操作地图状态。
- 本阶段全过程不修改 `GameEntry.Save.Data` 或写入 `save.json`。
### [ ] M8 真实探索遭遇、敌人恢复、掉落与保护
目标:通过既定接口接入探索层,形成碰撞到返回地图的完整垂直流程。
前置依赖:探索层必须提供唯一 `EncounterId`、敌人队伍预设 ID、警惕是否已满、地图暂停门禁和敌人实例生命周期接口。
实现范围:
- 队长碰撞调用探索适配器创建 `BattleEncounter`。
- 搜索被战斗中断时保留搜索进度和已掉落物。
- 战斗期间冻结所有地图更新,其他敌人保持战前警惕和追击状态。
- `Victory` 移除触发敌人,并通过掉落服务使用本局随机源结算掉落。
- `AllEscaped` 和 `PartialEscapeDefeat` 保留触发敌人,恢复地图行为;下次进入战斗重新按完整队伍预设创建敌方。
- 逃跑类结果开启 `GlobalConfig.EscapeProtectionMs` 保护。
- 保护期间禁止警惕增长、追击和战斗触发;结束后仍重叠可立即再次触发。
明确不做:地图生成、敌人巡逻算法、警惕值算法、物品背包实现和掉落表设计。
Play Mode 验收:
- 警惕未满碰撞进入先制战斗,警惕已满碰撞进入普通战斗。
- 附近其他地图敌人不会加入战斗,战斗后状态保持不变。
- 胜利后只有触发敌人消失并可能产生掉落。
- 逃跑后触发敌人仍在;再次碰撞面对完整初始敌人队伍。
- 2 秒保护内不能立刻重入战斗,保护结束仍重叠时可以重入。
### [ ] M9 战斗 UI、输入限制与最小表现完成
目标:达到设计文档要求的最小可读、可操作战斗界面。
实现范围:
- 我方所有角色显示名称、HP、MP、阵亡和逃跑状态。
- 所有敌人显示名称、HP 条和不可选状态。
- 显示当前行动者和本轮剩余行动顺序。
- 行动菜单只在等待当前玩家指令时出现。
- 攻击、技能、逃跑可用;道具占位可见但禁用。
- 单体目标提供明确选中态;取消目标选择返回行动菜单且不消耗行动。
- 战斗期间不能打开共享背包、保险箱或调整保险箱内容。
- UI 文案走现有本地化/格式化文本流程,不在逻辑代码中硬编码。
- 保持半透明覆盖效果,让玩家能够确认仍在原地图场景。
明确不做:角色站位、骨骼或序列帧动画、VFX、Timeline、镜头演出和音效同步。
Play Mode 验收:
- 1 至 4 名玩家和敌人的最长名称、HP/MP 数值不会溢出或遮挡。
- 速度变化后顺序显示与下一实际行动者一致。
- 非当前玩家不能操作,敌人自动行动期间不能提交玩家指令。
- 背包和保险箱入口在战斗中不可用。
- 取消目标、MP 不足、阵亡目标和逃跑目标均不会误消耗行动。
### [ ] M10 全量回归与原型完成
目标:关闭战斗模块全部设计验收,清理调试入口和遗留临时代码。
实现范围:
- 完成第八节的全部验收映射。
- 覆盖 EditMode 规则测试和实际探索 Play Mode 流程。
- 调试入口只在 Editor/Development Build 可用,正式构建不可见。
- 清理临时日志、硬编码测试数据和无用调试按钮。
- 检查生成文件、资源收集、UIForm 配表和 Prefab 引用。
- 更新本文档进度、证据和剩余问题。
Play Mode 验收:
- 从地图碰撞进入战斗、完成任一结果并返回或进入失败结算的流程可重复执行。
- 普通、先制、胜利、全逃跑、部分逃跑失败和全员阵亡均留有证据。
- 连续多场战斗没有重复事件订阅、重复 UI、随机源重置或地图暂停泄漏。
- Unity Console 没有由战斗流程产生的新异常或错误。
## 八、设计验收映射
以下 22 项对应 `Docs/GameDesign/04_TurnBasedCombat.md`。只有对应里程碑完成运行验收后才能勾选。
- [ ] 多个玩家和多个敌人可以同时参战。对应 M2。
- [ ] 玩家与敌人上限均为 4,并按战备和敌人队伍预设创建。对应 M2。
- [ ] 普通轮次每个单位只行动一次,每次行动后按当前速度决定下一位。对应 M2、M4。
- [ ] 同速玩家优先,速度变化立即影响尚未行动单位。对应 M2、M4。
- [ ] 同阵营同速按队伍顺序行动。对应 M2。
- [ ] 死亡、眩晕或无法行动单位跳过本轮。对应 M2、M4。
- [ ] 轮到玩家角色时才显示并处理该角色的行动选择。对应 M1、M9。
- [ ] 先制第一轮所有玩家排在所有敌人之前。对应 M5。
- [ ] 先制第二轮恢复普通速度规则。对应 M5。
- [ ] 玩家可选择攻击、技能和逃跑,道具保留但不可用。对应 M3、M6、M9。
- [ ] 战斗中不能打开共享背包或保险箱。对应 M9。
- [ ] 敌人随机选择可用行动和合法目标。对应 M1、M5。
- [ ] 敌人全灭时胜利,玩家全灭时战斗和单局失败。对应 M1、M6、M7。
- [ ] 单个角色可逃跑;只要有人逃跑,其他人阵亡不导致单局失败。对应 M6。
- [ ] 逃跑使用配置成功率,失败后继续留在战斗。对应 M6。
- [ ] 逃跑成功或失败均消耗本轮行动。对应 M6。
- [ ] 逃跑返回战前位置并获得 2 秒保护。对应 M7、M8。
- [ ] 逃跑者保留 HP/MP,部分失败中的阵亡者恢复 1/1。对应 M7。
- [ ] 任何非全员阵亡结果中的阵亡角色恢复 1/1。对应 M7。
- [ ] 逃跑后地图敌人恢复,重战按完整预设创建。对应 M8。
- [ ] 保护期间不警惕、不追击、不触发战斗,结束仍重叠时可重入。对应 M8。
- [ ] 战斗 UI 显示我方 HP/MP、行动顺序和敌人 HP。对应 M9。
## 九、最低测试矩阵
### EditMode
| 类别 | 必测情况 |
| --- | --- |
| 单位创建 | 1v1、4v4、重复 EnemyConfig、不合法队伍人数 |
| 普通排序 | 速度不同、跨阵营同速、同阵营同速、每轮只行动一次 |
| 动态排序 | 未行动单位加速/减速、已行动单位加速、死亡后移出候选集 |
| 先制 | 第一轮玩家全先行、第二轮恢复普通规则 |
| 目标 | Self、SingleAlly 含自己、全体目标、阵营错误、阵亡和逃跑目标 |
| MP 与效果 | MP 不足、伤害、治疗、全体效果、HP/MP 钳制、顺序效果 |
| 眩晕 | 行动前施加、行动后施加、重复施加、跳过后失效 |
| 敌人 AI | 过滤不可用行动、合法目标、无行动时跳过、固定随机序列 |
| 逃跑 | 0/1000 边界、成功/失败消耗行动、四种结束结果 |
| 回写 | 胜利阵亡恢复、全逃跑保留、部分失败恢复、全灭不恢复探索 |
### Play Mode
| 流程 | 必测情况 |
| --- | --- |
| UI 生命周期 | 打开、关闭、重复进入、非当前行动者不可输入 |
| 地图暂停 | 玩家、敌人、搜索、计时停止;战斗 UI 仍响应 |
| 遭遇 | 普通碰撞、先制碰撞、附近敌人不参战 |
| 返回 | 胜利移除敌人、逃跑保留敌人、完整队伍重建 |
| 保护 | 保护期不重入,结束仍重叠可重入 |
| 连战 | HP/MP 延续、状态清除、共享随机序列不重置 |
| 失败 | 全员阵亡进入单局失败,不短暂恢复地图操作 |
## 十、原型完成条件
只有同时满足以下条件,本文档状态才能改为“完成”:
- M0 至 M10 全部标记为 `[x]`,且每个里程碑都有独立的 Unity/Play Mode 证据。
- 第八节 22 条设计验收全部通过。
- EditMode 最低测试矩阵全部通过。
- 战斗过程中没有直接写 `SaveData`、切换 Battle 场景或重建单局随机源。
- 胜利、逃跑和失败对地图敌人、玩家临时状态、计时和保护期的处理符合本文档。
- 正式构建中没有开发调试入口和测试数据。
- 静态检查、Unity 编译、EditMode 和 Play Mode 结果分别记录,不用静态检查代替运行验收。
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| 1 | [Luban 数据表组件](01_LubanDataTable.md) | 配置表的导出、加载、访问约定与新增表流程 | | 1 | [Luban 数据表组件](01_LubanDataTable.md) | 配置表的导出、加载、访问约定与新增表流程 |
| 2 | [存档数据结构](02_SaveData.md) | 存档序列化格式、字段定义与生命周期 | | 2 | [存档数据结构](02_SaveData.md) | 存档序列化格式、字段定义与生命周期 |
| 3 | [UI 维护要点](03_UIMaintenance.md) | Form/View 组织、嵌套 Form 协作、事件通信与常见坑 | | 3 | [UI 维护要点](03_UIMaintenance.md) | Form/View 组织、嵌套 Form 协作、事件通信与常见坑 |
| 4 | [回合制战斗开发 TODO](04_TurnBasedCombatDevelopmentTODO.md) | 战斗接口边界、垂直开发里程碑与运行验收追踪 |
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