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TODO.md
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TODO.md
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# GeometryTD 三层拆分迁移 TODO
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最后更新:2026-04-30
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最后更新:2026-05-09
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> **2026-04-30 第一波完成**:Definition/Enum + Event
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> **2026-04-30 第二波完成**:Vector3/Mathf 替换,AttackPayload/HitContext 迁移
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> **2026-05-01 第三波完成**:IDataRow 实现、TagRow/RarityTagBudgetRow、TagGenerationRuleRegistry 重构
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> **2026-05-09 状态校准**:同步仓库实况,补记已落地的 DataStruct / UI/Base / Entity / BinaryReaderExtension,并修正 TagRuntimeUtility 路径与各小节计数
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## 概述
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| 指标 | 数量 | 状态 |
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|------|------|------|
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| 总文件数 | 457 | - |
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| L0 (Domain) 可直接迁移 | ~180 | **第一波 62 个 + 第二波 5 个 + 第三波 6 个** |
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| L1 (Infrastructure) 需重构 | ~80 | - |
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| L2 (Presentation) Unity 依赖 | ~197 | - |
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| L0 (Domain) 可直接迁移 | ~180 | **当前已落地 100+ 项(以本文件勾选和波次记录为准)** |
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| L1 (Infrastructure) 需重构 | ~80 | **项目已建,承接内容仍少** |
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| L2 (Presentation) Unity 依赖 | ~197 | **项目骨架已建,UI 五层迁移待展开** |
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## 项目骨架
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```
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src/
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├── GeometryTD.Domain/ # L0 - 纯净 C#
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│ └── DataTable/ # IDataRow 实现(TagRow, RarityTagBudgetRow)
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├── GeometryTD.Infrastructure/ # L1 - Unity 胶水层(待实现)
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│ └── DataTable/ # DR* : DataRowBase 包装类
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├── GeometryTD.Domain/ # L0 - 纯净 C#(当前迁移主战场)
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│ ├── DataTable/ # IDataRow 实现 + 纯 C# BinaryReaderExtension
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│ ├── Definition/
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│ ├── Event/
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│ └── UI/Base/ # IUIFormController / IUIUseCase / UIContext
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├── GeometryTD.Infrastructure/ # L1 - Unity 胶水层(当前仅少量承接)
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│ └── Entity/
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├── GeometryTD.Presentation/ # L2 - 表现层项目骨架(待承接 UI 迁移)
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└── Geometry-Tower-Defense-Base.sln
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```
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@ -64,18 +69,18 @@ src/
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> ⚠️ 注:原 TODO 统计 25 个 Enum 文件,实际源文件 23 个。第一波新增 4 个枚举从其他层迁移:CombatSelectActionType(UI层)、RunNodeType/RunNodeStatus/RunNodeCompletionStatus(Procedure层)
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### Definition/DataStruct(8 个文件)
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### Definition/DataStruct(10 个文件)
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- [x] `Definition/DataStruct/AttackPayload.cs` ⚠️ **已迁移** - Vector3 → System.Numerics.Vector3
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- [x] `Definition/DataStruct/HitContext.cs` ⚠️ **已迁移** - Vector3 → System.Numerics.Vector3,TargetStatusRuntime 已恢复
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- [ ] `Definition/DataStruct/BackpackInventoryData.cs`
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- [ ] `Definition/DataStruct/BuildInfo.cs`
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- [x] `Definition/DataStruct/BuildInfo.cs` ✅ **已迁移** - 纯数据对象
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- [ ] `Definition/DataStruct/EventItem.cs`
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- [ ] `Definition/DataStruct/EventOption.cs`
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- [ ] `Definition/DataStruct/ImpactData.cs`
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- [ ] `Definition/DataStruct/TowerCompItemData.cs`
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- [x] `Definition/DataStruct/ImpactData.cs` ✅ **已迁移** - 纯结构体
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- [x] `Definition/DataStruct/TowerCompItemData.cs` ✅ **已迁移** - 背包组件实例模型
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- [ ] `Definition/DataStruct/TowerStatsData.cs`
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- [ ] `Definition/DataStruct/VersionInfo.cs`
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- [x] `Definition/DataStruct/VersionInfo.cs` ✅ **已迁移** - 纯数据对象
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### Definition/ 其他
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@ -126,14 +131,14 @@ src/
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### UI/Base(3 个文件)
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- [ ] `UI/Base/IUIFormController.cs`
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- [ ] `UI/Base/IUIUseCase.cs`
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- [ ] `UI/Base/UIContext.cs`
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- [x] `UI/Base/IUIFormController.cs` ✅ **已迁移** - 纯接口
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- [x] `UI/Base/IUIUseCase.cs` ✅ **已迁移** - 纯接口
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- [x] `UI/Base/UIContext.cs` ✅ **已迁移** - 纯上下文基类
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### Definition/Tag(37 个文件)
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### Definition/Tag(35 个文件)
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- [x] `Definition/Tag/Aggregation/TagRuntimeData.cs` ⚠️ **已迁移** - 无 Unity 依赖
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- [x] `Definition/Tag/Aggregation/TagRuntimeUtility.cs` ⚠️ **已新建** - CloneTagRuntimes 方法
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- [x] `Definition/DataStruct/TagRuntimeUtility.cs` ⚠️ **已新建** - CloneTagRuntimes 方法(实际落位已调整到 DataStruct)
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- [ ] `Definition/Tag/Aggregation/TowerTagAggregationService.cs`
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- [x] `Definition/Tag/Combat/EnemyStatusTagRegistry.cs` ⚠️ **已迁移** - 简化版(含 FireTagEffect、IceTagEffect 注册)
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- [ ] `Definition/Tag/Combat/Handlers/AttackShapeTagEffectHandler.cs`
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@ -168,7 +173,7 @@ src/
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- [x] `Definition/Tag/Metadata/TagDefinition.cs` ⚠️ **已迁移** - 无 Unity 依赖
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- [x] `Definition/Tag/Metadata/TagDefinitionRegistry.cs` ⚠️ **已迁移** - 简化版(移除 DR* 依赖)
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### Definition/Event(6 个文件)
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### Definition/Event(11 个文件)
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- [ ] `Definition/Event/EventEffect/AddGoldEffect.cs`
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- [ ] `Definition/Event/EventEffect/AddRandomCompsEffect.cs`
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@ -182,7 +187,7 @@ src/
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- [ ] `Definition/Event/EventRequirement/HasRelicRequirement.cs`
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- [ ] `Definition/Event/EventRequirement/TowerCountAtLeastRequirement.cs`
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### Factory(6 个文件)
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### Factory(5 个文件)
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- [ ] `Factory/EventEffectFactory.cs`
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- [ ] `Factory/EventRequirementFactory.cs`
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@ -190,7 +195,7 @@ src/
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- [ ] `Factory/PhaseEndConditionFactory.cs`
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- [ ] `Factory/RunStateFactory.cs`
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### Network(12 个文件)
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### Network(11 个文件)
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- [ ] `Network/CSPacketBase.cs`
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- [ ] `Network/CSPacketHeader.cs`
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### Entity
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- [ ] `Entity/EntityLogic/EnemyTagStatusRuntime.cs`
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- [x] `Entity/EntityLogic/EnemyTagStatusRuntime.cs` ✅ **已迁移** - Domain 内已存在纯 C# 版本(Infrastructure 仍保留过渡副本)
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### Utility
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@ -340,7 +345,7 @@ src/
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### 策略 3:DataTable 保持 L1
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所有 DR* 类继承 `UnityGameFramework.Runtime.DataRowBase`,留在 L1:
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多数 DR* 类继承 `UnityGameFramework.Runtime.DataRowBase`,留在 L1;`BinaryReaderExtension` 当前已在 Domain 提供纯 C# 版本:
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- [ ] `DataTable/DREnemy.cs`
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- [ ] `DataTable/DRLevel.cs`
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@ -362,7 +367,7 @@ src/
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- [ ] `DataTable/DRUIForm.cs`
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- [ ] `DataTable/DRUISound.cs`
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- [ ] `DataTable/DataTableExtension.cs`(含 Vector3/Color 解析)
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- [ ] `DataTable/BinaryReaderExtension.cs`
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- [x] `DataTable/BinaryReaderExtension.cs` ✅ **已迁移到 Domain** - 使用纯 C# `Color` / `Color32` / `Rect` struct 替代 Unity 类型
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### 策略 4:Tilemap 接口抽象
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@ -401,7 +406,7 @@ src/
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- [ ] `Base/GameEntry.Builtin.cs`
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- [ ] `Base/GameEntry.Custom.cs`
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### Components(8 个文件)
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### Components(7 个文件)
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- [ ] `Components/BasicBaseComp.cs`
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- [ ] `Components/BasicBearingComp.cs`
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@ -411,7 +416,7 @@ src/
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- [ ] `Components/ShooterMuzzleComp.cs`
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- [ ] `Components/TowerController.cs`
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### CustomComponent/*Component(10 个文件)
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### CustomComponent/*Component(11 个文件)
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- [ ] `CustomComponent/BuiltinDataComponent.cs`
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- [ ] `CustomComponent/CombatNode/CombatNodeComponent.cs`
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@ -508,7 +513,7 @@ src/
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- [ ] `UI/Templates/MenuScene/Controller/SelectRoleFormController.cs`
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- [ ] `UI/Templates/MenuScene/Controller/StartMenuFormController.cs`
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### Procedure(13 个文件)
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### Procedure(14 个文件)
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- [ ] `Procedure/Base/ProcedureBase.cs`
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- [ ] `Procedure/Base/ProcedureChangeScene.cs`
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@ -525,7 +530,7 @@ src/
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- [ ] `Procedure/ProcedureMenu.cs`
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- [ ] `Procedure/ProcedureTest.cs`
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### Scene(5 个文件)
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### Scene(4 个文件)
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- [ ] `Scene/HideByBoundary.cs`
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- [ ] `Scene/Map/House.cs`
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