- 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
76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
using Cysharp.Threading.Tasks;
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using SepCore.AsyncTask;
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using SepCore.Battle;
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using SepCore.Definition;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace SepCore.UI
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{
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[DisallowMultipleComponent]
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public sealed class BattleTurnSlotItem : MonoBehaviour
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{
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[SerializeField] private GameObject activeMarker;
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[SerializeField] private Image icon;
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[SerializeField] private TextMeshProUGUI label;
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private int _iconVersion;
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/// <summary>
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/// 填充一个回合顺序槽:单位显示名、配置图标与当前行动者标记。
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/// </summary>
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public void SetTurnSlot(BattleUnitView unit, bool isCurrentActor)
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{
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if (unit == null)
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{
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return;
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}
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if (label != null)
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{
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label.text = BattleUnitViewHelper.GetDisplayName(unit);
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}
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SetCurrentActor(isCurrentActor);
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_iconVersion++;
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LoadIconAsync(unit, _iconVersion).Forget();
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}
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/// <summary>
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/// 只更新当前行动者标记,不改变显示名。
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/// 同轮内单位行动后由 Logic 逐槽移动高亮。
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/// </summary>
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public void SetCurrentActor(bool isCurrentActor)
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{
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if (activeMarker != null)
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{
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activeMarker.SetActive(isCurrentActor);
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}
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}
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/// <summary>
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/// 异步加载单位图标(玩家/敌人分别走各自配置);iconVersion 防止旧加载覆盖新内容。
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/// </summary>
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private async UniTaskVoid LoadIconAsync(BattleUnitView unit, int iconVersion)
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{
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SpriteConfig iconConfig = unit.Faction == BattleFaction.Player
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? BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId)
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: BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId);
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if (iconConfig == null || icon == null)
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{
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return;
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}
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Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
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if (sprite == null || _iconVersion != iconVersion)
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{
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return;
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}
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icon.sprite = sprite;
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icon.gameObject.SetActive(true);
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}
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}
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} |