- 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
24 lines
1.2 KiB
C#
24 lines
1.2 KiB
C#
// <auto-generated />
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using UnityEngine;
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namespace SepCore.UI
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{
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[DisallowMultipleComponent]
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public partial class BattleView : MonoBehaviour
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{
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[SerializeField] public global::UnityEngine.RectTransform turnSlotsRoot;
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[SerializeField] public global::SepCore.UI.BattleTurnSlotItem battleTurnSlotTemplate;
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[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard1;
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[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard2;
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[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard3;
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[SerializeField] public global::SepCore.UI.BattleActorCardItem playerCard4;
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[SerializeField] public global::UnityEngine.RectTransform enemySlotsRoot;
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[SerializeField] public global::SepCore.UI.BattleEnemySlotItem battleEnemySlotTemplate;
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[SerializeField] public global::TMPro.TextMeshProUGUI currentActorText;
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[SerializeField] public global::UnityEngine.UI.Button attackButton;
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[SerializeField] public global::UnityEngine.UI.Button skillButton;
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[SerializeField] public global::UnityEngine.UI.Button itemButton;
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[SerializeField] public global::UnityEngine.UI.Button escapeButton;
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}
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}
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