Files
Seek-Battle-Evacuate/Assets/GameMain/Scripts/Runtime/Debugger/BattleDebuggerWindow.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

156 lines
5.0 KiB
C#

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 TurnBattleComponent 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.TurnBattle.CloseBattle();
}
}
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 4001(单敌人),普通战斗
bool started = GameEntry.TurnBattle.TryStartBattle(new BattleEncounter(1, 4001, false), null);
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;
}
// M1 为 1v1:只取第一个新存档角色作为我方单位
if (global.NewGameCharacterIds == null || global.NewGameCharacterIds.Count == 0)
{
Log.Warning("Can not build debug players without new game character ids.");
return players;
}
int order = 1;
foreach (int characterId in global.NewGameCharacterIds)
{
if (order > 1)
{
break;
}
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;
}
}
}