Files
Seek-Battle-Evacuate/Assets/GameMain/Scripts/Runtime/Battle/BattleUnit.cs
T
huangjun 7dcac0ac87 M1 回合制战斗架构收敛与 1v1 攻击闭环:BattleRuntime 内核、组件唯一入口、UI 数据驱动与 EditMode 测试
- 删除中间契约(BattleStartRequest/BattlePlayerInput/BattleReturnPlan/桥接与策略接口/FlowState),收敛为 BattleViewState/BattleStep/一层 BattleEvent
- 新增内部 BattleRuntime/BattleUnit/BattleStatus 共享上下文;TurnBattleComponent 成为唯一外部入口,吸收启动/暂停/回写职责
- 内核支持 1v1 攻击闭环:效果公式、HP/MP 钳制、阵亡、Victory/TotalDefeat、敌人随机决策;敌人行动间歇 0.6s 由组件协程编排并经 StepListener 推送
- UI:玩家卡片/敌人槽/回合槽按战局重建,图标配置驱动(含新增 EnemyConfig.Icon),每轮刷新一次 TurnSlots 且轮内只移动高亮
- 新增 Tests 程序集 + InternalsVisibleTo,25 个 BattleRuntime 纯逻辑用例全部通过
2026-09-02 08:42:04 +08:00

104 lines
2.7 KiB
C#

using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Battle
{
/// <summary>
/// 单场战斗的运行时单位,仅 BattleRuntime 及其协作者读写。
/// UI 与探索层通过 BattleUnitView 读取,不直接持有本类型。
/// </summary>
internal sealed class BattleUnit
{
/// <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 UnitId;
/// <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>
/// HP 上限。
/// </summary>
public readonly int MaxHp;
/// <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 HP。
/// </summary>
public int CurrentHp;
/// <summary>
/// 当前 MP。
/// </summary>
public int CurrentMp;
/// <summary>
/// 当前速度;可被战斗内效果修改。
/// </summary>
public int Speed;
/// <summary>
/// 是否阵亡。
/// </summary>
public bool IsDefeated;
/// <summary>
/// 是否已逃跑。
/// </summary>
public bool IsEscaped;
/// <summary>
/// 当前剩余状态。
/// </summary>
public readonly List<BattleStatus> Statuses = new List<BattleStatus>();
/// <summary>
/// 该单位可用的行动配置 ID。
/// </summary>
public readonly List<int> ActionIds = new List<int>();
public BattleUnit(int unitId, BattleFaction faction, int configId, int partyOrder,
int currentHp, int maxHp, int currentMp, int maxMp, int atk, int mat, int speed)
{
UnitId = unitId;
Faction = faction;
ConfigId = configId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
MaxHp = maxHp;
CurrentMp = currentMp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
}
}
}