# GeometryTD 三层拆分迁移 TODO(边界纠偏版) 最后更新:2026-05-12 > **2026-04-30 第一波完成**:Definition/Enum + Event > **2026-04-30 第二波完成**:Vector3/Mathf 替换,AttackPayload/HitContext 迁移 > **2026-05-01 第三波完成**:IDataRow 实现、TagRow/RarityTagBudgetRow、TagGenerationRuleRegistry 重构(**现已判定为过渡态方案,非目标边界**) > **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 > **2026-05-10 第四波进行中(1.1)**:迁移 BackpackInventoryData / EventItem / EventOption / TowerStatsData、CombatParticipantTowerValidation*、ParticipantTowerAssignResult(含依赖 TowerItemData) > **2026-05-12 边界纠偏**:明确 L0 不依赖 GameFramework/Unity;DataTable 解析、二进制反序列化、IDataRow/DR* 统一归 L1;此前已迁但越界项标记为“过渡态待下沉” --- ## 分层判定基线(本文件后续统计以此为准) ### L0(Domain,纯业务) - 允许:业务实体、值对象、规则服务、领域枚举、领域事件、纯数据模型 - 禁止: - `UnityEngine.*` - `UnityGameFramework.*` - `GameFramework.*` - `IDataRow` / `DataRowBase` - `ParseDataRow(string/byte[])`、`BinaryReader/BinaryWriter` 解析细节 ### L1(Infrastructure,技术适配) - 承接:DataTable、序列化/反序列化、配置读取、框架适配、桥接/映射 - 允许依赖:`GameFramework.*`、`UnityGameFramework.*` - 可不依赖 UnityEngine(仍属 L1,不属于 L0) ### L2(Presentation,表现层) - 承接:UI/View、Scene、`MonoBehaviour`、`UGuiForm`、Unity 运行时流程 ### 过渡态定义 - 若文件“物理位置”在 `GeometryTD.Domain`,但语义属于 L1(例如 `IDataRow`、二进制解析),统一标记为:**过渡态待下沉 L1** ## 概述 | 指标 | 数量 | 状态 | |------|------|------| | 总文件数 | 457 | - | | 阶段一清单(L0 候选) | 235 | **已勾选 111 / 未勾选 124(按本文件当前勾选)** | | Domain 当前 .cs 文件数 | 119 | **其中含“过渡态待下沉 L1”文件(如 DataTable Row/Parser)** | | Infrastructure 当前 .cs 文件数 | 3 | **承接明显不足,需补 DR*/Parser/Bridge** | | Presentation 当前 .cs 文件数 | 1 | **仅项目骨架,UI 五层迁移待展开** | ## 项目骨架 ``` src/ ├── GeometryTD.Domain/ # L0 - 纯净 C#(当前迁移主战场) │ ├── DataTable/ # 当前含过渡态(目标下沉至 L1) │ ├── Definition/ │ ├── Event/ │ └── UI/Base/ # IUIFormController / IUIUseCase / UIContext ├── GeometryTD.Infrastructure/ # L1 - Unity 胶水层(当前仅少量承接) │ └── Entity/ ├── GeometryTD.Presentation/ # L2 - 表现层项目骨架(待承接 UI 迁移) └── Geometry-Tower-Defense-Base.sln ``` --- ## 阶段一:L0 直接迁移(纯业务,不引入框架依赖) 以下文件原则上可迁移到 `GeometryTD.Domain/`;若引入框架解析职责,改归 L1。 ### Definition/Enum(27 个文件) - [x] `Definition/Enum/AttackMethodType.cs` - [x] `Definition/Enum/AttackPropertyType.cs` - [x] `Definition/Enum/CampType.cs` - [x] `Definition/Enum/CombatSelectActionType.cs` ⚠️ **已修改** - 从 `UI/Combat/Context/` 迁移 - [x] `Definition/Enum/EntryType.cs` - [x] `Definition/Enum/EventEffectType.cs` - [x] `Definition/Enum/EventRequirementType.cs` - [x] `Definition/Enum/InventoryTagSourceType.cs` - [x] `Definition/Enum/LevelThemeType.cs` - [x] `Definition/Enum/LevelVictoryType.cs` - [x] `Definition/Enum/PhaseEndType.cs` - [x] `Definition/Enum/ProcedureMainCombatEntryBlockReason.cs` - [x] `Definition/Enum/ProcedureMainFlowPhase.cs` - [x] `Definition/Enum/ProcedureMainRunAdvanceResult.cs` - [x] `Definition/Enum/ProcedureMainRunCompletionResult.cs` - [x] `Definition/Enum/RarityType.cs` - [x] `Definition/Enum/RelationType.cs` - [x] `Definition/Enum/RepoItemClickActionType.cs` - [x] `Definition/Enum/RunNodeCompletionStatus.cs` ⚠️ **已修改** - 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 - [x] `Definition/Enum/RunNodeStatus.cs` ⚠️ **已修改** - 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 - [x] `Definition/Enum/RunNodeType.cs` ⚠️ **已修改** - 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 - [x] `Definition/Enum/SceneType.cs` - [x] `Definition/Enum/TagCategory.cs` - [x] `Definition/Enum/TagTriggerPhase.cs` - [x] `Definition/Enum/TagType.cs` - [x] `Definition/Enum/TowerCompSlotType.cs` - [x] `Definition/Enum/UIFormType.cs` > ⚠️ 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) ### Definition/DataStruct(11 个文件) - [x] `Definition/DataStruct/AttackPayload.cs` ⚠️ **已迁移** - Vector3 → System.Numerics.Vector3 - [x] `Definition/DataStruct/HitContext.cs` ⚠️ **已迁移** - Vector3 → System.Numerics.Vector3,TargetStatusRuntime 已恢复 - [x] `Definition/DataStruct/BackpackInventoryData.cs` ✅ **已迁移** - 背包聚合数据 - [x] `Definition/DataStruct/BuildInfo.cs` ✅ **已迁移** - 纯数据对象 - [x] `Definition/DataStruct/EventItem.cs` ✅ **已迁移** - 事件条目模型 - [x] `Definition/DataStruct/EventOption.cs` ✅ **已迁移** - 事件选项模型 - [x] `Definition/DataStruct/ImpactData.cs` ✅ **已迁移** - 纯结构体 - [x] `Definition/DataStruct/TowerCompItemData.cs` ✅ **已迁移** - 背包组件实例模型 - [x] `Definition/DataStruct/TowerStatsData.cs` ✅ **已迁移** - 塔属性快照 - [x] `Definition/DataStruct/TowerItemData.cs` ✅ **已迁移** - 作为 1.1 依赖补迁(移除 Sprite/JsonIgnore) - [x] `Definition/DataStruct/VersionInfo.cs` ✅ **已迁移** - 纯数据对象 ### Definition/ 其他 - [x] `Definition/CombatParticipantTowerValidation.cs` ✅ **已迁移** - 参战塔校验服务 - [x] `Definition/CombatParticipantTowerValidationText.cs` ✅ **已迁移** - 校验结果文案 - [ ] `Definition/InventoryRarityRuleService.cs` - [x] `Definition/ParticipantTowerAssignResult.cs` ✅ **已迁移** - 参战分配结果模型 ### Event(35 个文件) - [x] `Event/Combat/CombatBaseHpChangedEventArgs.cs` - [x] `Event/Combat/CombatCoinChangedEventArgs.cs` - [x] `Event/Combat/CombatDebugFailEventArgs.cs` - [x] `Event/Combat/CombatEndEventArgs.cs` - [x] `Event/Combat/CombatEnemyHpRateChangedEventArgs.cs` - [x] `Event/Combat/CombatFinishReturnEventArgs.cs` - [x] `Event/Combat/CombatPauseEventArgs.cs` - [x] `Event/Combat/CombatProcessEventArgs.cs` - [x] `Event/Combat/CombatSelectItemClickEventArgs.cs` ⚠️ **已修改** - 依赖迁移的枚举 - [x] `Event/EventForm/EventOptionItemSelectedEventArgs.cs` - [x] `Event/Game/NodeCompleteEventArgs.cs` ⚠️ **已修改** - 依赖迁移的枚举和数据结构 - [x] `Event/Game/NodeEnterEventArgs.cs` ⚠️ **已修改** - 依赖迁移的枚举 - [x] `Event/Game/NodeMapNodeClickEventArgs.cs` - [x] `Event/Game/NodeMapNodeEnterRequestedEventArgs.cs` ⚠️ **已修改** - 依赖迁移的枚举 - [x] `Event/Game/TestMenuNodeClickEventArgs.cs` - [x] `Event/General/RewardSelectGiveUpEventArgs.cs` - [x] `Event/General/RewardSelectItemSelectedEventArgs.cs` - [x] `Event/General/RewardSelectRefreshEventArgs.cs` - [x] `Event/MainForm/RepoButtonClickedEventArgs.cs` - [x] `Event/MainForm/ReturnButtonClickedEventArgs.cs` - [x] `Event/Menu/MenuExitRequestedEventArgs.cs` - [x] `Event/Menu/MenuSettingsRequestedEventArgs.cs` - [x] `Event/Menu/MenuStartRequestedEventArgs.cs` - [x] `Event/RepoForm/CombineSlotClickedEventArgs.cs` - [x] `Event/RepoForm/RepoCombineRequestedEventArgs.cs` - [x] `Event/RepoForm/RepoFormReturnEventArgs.cs` - [x] `Event/RepoForm/RepoItemClickedEventArgs.cs` ⚠️ **已修改** - `UnityEngine.Vector2` → `System.Numerics.Vector2` - [x] `Event/RepoForm/RepoItemDragEndedEventArgs.cs` - [x] `Event/RepoForm/RepoParticipantAssignRequestedEventArgs.cs` - [x] `Event/RepoForm/RepoSellCancelRequestedEventArgs.cs` - [x] `Event/RepoForm/RepoSellConfirmRequestedEventArgs.cs` - [x] `Event/RepoForm/RepoSellModeToggleRequestedEventArgs.cs` - [x] `Event/Shop/ShopExitRequestedEventArgs.cs` - [x] `Event/Shop/ShopInventoryRequestedEventArgs.cs` - [x] `Event/Shop/ShopPurchaseRequestedEventArgs.cs` > ⚠️ 注:以下 5 个 Event 文件在初始迁移后因跨层依赖被移除,后经修复(枚举迁移、Vector2替换)后重新加入:CombatSelectItemClickEventArgs、NodeCompleteEventArgs、NodeEnterEventArgs、NodeMapNodeEnterRequestedEventArgs、RepoItemClickedEventArgs ### UI/Base(3 个文件) - [x] `UI/Base/IUIFormController.cs` ✅ **已迁移** - 纯接口 - [x] `UI/Base/IUIUseCase.cs` ✅ **已迁移** - 纯接口 - [x] `UI/Base/UIContext.cs` ✅ **已迁移** - 纯上下文基类 ### Definition/Tag(35 个文件) - [x] `Definition/Tag/Aggregation/TagRuntimeData.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/DataStruct/TagRuntimeUtility.cs` ⚠️ **已新建** - CloneTagRuntimes 方法(实际落位已调整到 DataStruct) - [ ] `Definition/Tag/Aggregation/TowerTagAggregationService.cs` - [x] `Definition/Tag/Combat/EnemyStatusTagRegistry.cs` ⚠️ **已迁移** - 简化版(含 FireTagEffect、IceTagEffect 注册) - [ ] `Definition/Tag/Combat/Handlers/AttackShapeTagEffectHandler.cs` - [ ] `Definition/Tag/Combat/Handlers/NumericTagEffectHandler.cs` - [x] `Definition/Tag/Combat/States/EnemyStatusTagStateBase.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Combat/States/FireTagState.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Combat/States/IceTagState.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Combat/StatusEffects/EnemyStatusTagEffectBase.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Combat/StatusEffects/FireTagEffect.cs` ⚠️ **已迁移** - Mathf → System.Math - [x] `Definition/Tag/Combat/StatusEffects/IEnemyStatusTagEffect.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Combat/StatusEffects/IceTagEffect.cs` ⚠️ **已迁移** - Mathf → System.Math - [ ] `Definition/Tag/Combat/TagEffectResolver.cs` - [x] `Definition/Tag/Generation/TagGenerationRule.cs` ✅ **已迁移** - 纯 C# - [x] `Definition/Tag/Generation/RarityTagBudgetRule.cs` ✅ **已迁移** - 纯 C# - [x] `Definition/Tag/Generation/TagGenerationRuleRegistry.cs` ✅ **已重构** - 当前使用 `IEnumerable`(**过渡态待后续改为 L1 输入模型/Mapper**) - [x] `Definition/Tag/Generation/RarityTagBudgetRuleRegistry.cs` ✅ **已重构** - 当前使用 `IEnumerable`(**过渡态待后续改为 L1 输入模型/Mapper**) - [ ] `Definition/Tag/Generation/ComponentTagGenerationService.cs` - 依赖 InventoryTagRandomContext - [ ] `Definition/Tag/Generation/InventoryTagRandomContext.cs` - [x] `Definition/Tag/Metadata/Config/AbsoluteZeroTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/BurnSpreadTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/CritTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/ExecutionTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/FireTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/FreezeMaskTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/IceTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/IgniteBurstTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/InfernoTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/OverpenetrateTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/PierceTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/ShatterTagConfig.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/Config/TagConfigBase.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/TagDefinition.cs` ⚠️ **已迁移** - 无 Unity 依赖 - [x] `Definition/Tag/Metadata/TagDefinitionRegistry.cs` ⚠️ **已迁移** - 简化版(移除 DR* 依赖) ### Definition/Event(11 个文件) - [ ] `Definition/Event/EventEffect/AddGoldEffect.cs` - [ ] `Definition/Event/EventEffect/AddRandomCompsEffect.cs` - [ ] `Definition/Event/EventEffect/DamageRandomTowerEnduranceEffect.cs` - [x] `Definition/Event/EventEffect/EventEffectBase.cs` ✅ **已迁移** - 为 EventOption 提供基础类型 - [ ] `Definition/Event/EventEffect/RemoveRandomCompEffect.cs` - [ ] `Definition/Event/EventOptionExecutor.cs` - [ ] `Definition/Event/EventRequirement/CompCountAtLeastRequirement.cs` - [x] `Definition/Event/EventRequirement/EventRequirementBase.cs` ✅ **已迁移** - 为 EventOption 提供基础类型 - [ ] `Definition/Event/EventRequirement/GoldAtLeastRequirement.cs` - [ ] `Definition/Event/EventRequirement/HasRelicRequirement.cs` - [ ] `Definition/Event/EventRequirement/TowerCountAtLeastRequirement.cs` ### Factory(5 个文件) - [ ] `Factory/EventEffectFactory.cs` - [ ] `Factory/EventRequirementFactory.cs` - [ ] `Factory/OutGameDropItemBuilder.cs` - [ ] `Factory/PhaseEndConditionFactory.cs` - [ ] `Factory/RunStateFactory.cs` ### Network(11 个文件) - [ ] `Network/CSPacketBase.cs` - [ ] `Network/CSPacketHeader.cs` - [ ] `Network/Packet/CSHeartBeat.cs` - [ ] `Network/Packet/SCHeartBeat.cs` - [ ] `Network/PacketBase.cs` - [ ] `Network/PacketHandler/SCHeartBeatHandler.cs` - [ ] `Network/PacketHandlerBase.cs` - [ ] `Network/PacketHeaderBase.cs` - [ ] `Network/PacketType.cs` - [ ] `Network/SCPacketBase.cs` - [ ] `Network/SCPacketHeader.cs` ### UI/Context / RawData(大量文件) - [ ] `UI/DialogParams.cs` - [ ] `UI/Game/Context/CombineAreaContext.cs` - [ ] `UI/Game/Context/CompAreaContext.cs` - [ ] `UI/Game/Context/EventFormContext.cs` - [ ] `UI/Game/Context/EventOptionItemContext.cs` - [ ] `UI/Game/Context/MainFormContext.cs` - [ ] `UI/Game/Context/NodeItemContext.cs` - [ ] `UI/Game/Context/NodeMapFormContext.cs` - [ ] `UI/Game/Context/ParticipantAreaContext.cs` - [ ] `UI/Game/Context/RepoFormContext.cs` - [ ] `UI/Game/Context/RepoFormState.cs` - [ ] `UI/Game/Context/RepoItemClickActionType.cs` - [ ] `UI/Game/Context/RepoItemContext.cs` - [ ] `UI/Game/Context/SellAreaContext.cs` - [ ] `UI/Game/Context/TowerRepoItemContext.cs` - [ ] `UI/Game/RawData/EventFormRawData.cs` - [ ] `UI/Game/RawData/NodeMapFormRawData.cs` - [ ] `UI/Game/RawData/RepoFormRawData.cs` - [ ] `UI/Game/RepoParticipantAssignDialogUtility.cs` - [ ] `UI/Game/View/IRepoDragItemView.cs` - [ ] `UI/General/Context/DialogFormContext.cs` - [ ] `UI/General/Context/RewardItemContext.cs` - [ ] `UI/General/Context/RewardSelectFormContext.cs` - [ ] `UI/General/Context/TagItemContext.cs` - [ ] `UI/General/RawData/DialogFormRawData.cs` - [ ] `UI/General/RawData/ItemDescFormRawData.cs` - [ ] `UI/General/RawData/RewardSelectFormRawData.cs` - [ ] `UI/General/RawData/RewardSelectItemRawData.cs` - [ ] `UI/General/RawData/RewardSelectItemRawDataBuilder.cs` - [ ] `UI/Menu/Context/MenuFormContext.cs` - [ ] `UI/Menu/Context/TestMenuFormContext.cs` - [ ] `UI/Menu/RawData/MenuFormRawData.cs` - [ ] `UI/Shop/Context/GoodsItemContext.cs` - [ ] `UI/Shop/Context/ShopFormContext.cs` - [ ] `UI/Shop/RawData/GoodsItemRawData.cs` - [ ] `UI/Shop/RawData/ShopFormRawData.cs` - [ ] `UI/Templates/GameScene/Context/DisplayItemContext.cs` - [ ] `UI/Templates/GameScene/Context/DisplayListAreaContext.cs` - [ ] `UI/Templates/GameScene/Context/GoodsItemContext.cs` - [ ] `UI/Templates/GameScene/Context/HudFormContext.cs` - [ ] `UI/Templates/GameScene/Context/LevelUpFormContext.cs` - [ ] `UI/Templates/GameScene/Context/LevelUpRewardItemContext.cs` - [ ] `UI/Templates/GameScene/Context/ShopFormContext.cs` - [ ] `UI/Templates/GameScene/RawData/LevelUpFormRawData.cs` - [ ] `UI/Templates/GameScene/RawData/ShopFormRawData.cs` - [ ] `UI/Templates/MenuScene/Context/RoleItemContext.cs` - [ ] `UI/Templates/MenuScene/Context/RolePropertyAreaContext.cs` - [ ] `UI/Templates/MenuScene/Context/SelectRoleFormContext.cs` - [ ] `UI/Templates/MenuScene/Context/StartMenuFormContext.cs` - [ ] `UI/Templates/MenuScene/RawData/SelectRoleFormRawData.cs` - [ ] `UI/Templates/MenuScene/RawData/StartMenuFormRawData.cs` - [ ] `UI/Combat/Context/CombatFinishFormContext.cs` - [ ] `UI/Combat/Context/CombatInfoFormContext.cs` - [ ] `UI/Combat/Context/CombatSelectActionType.cs` - [ ] `UI/Combat/RawData/CombatFinishFormRawData.cs` - [ ] `UI/Combat/RawData/CombatInfoFormRawData.cs` - [ ] `UI/Combat/RawData/CombatSelectClickObjectType.cs` - [ ] `UI/Combat/RawData/CombatSelectDisplayMode.cs` ### CustomComponent 纯 C# 文件 - [ ] `Components/IDamageReceiver.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/CombatSettlementContext.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/EnemyDrop/EnemyDropContext.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/EnemyDrop/EnemyDropResult.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/ICombatSchedulerPort.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/IPhaseEndCondition.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/NonePhaseEndCondition.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/PhaseEndConditionContext.cs` - [ ] `CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/TimeElapsedPhaseEndCondition.cs` - [ ] `CustomComponent/CombatNode/CombatSettlementCalculator.cs` - [ ] `CustomComponent/CombatNode/CombatSettlementCommitter.cs` - [ ] `CustomComponent/CombatNode/EnemyManager/EnemyLifecycleTracker.cs` - [ ] `CustomComponent/InventoryGeneration/DropPoolRoller.cs` - [ ] `CustomComponent/InventoryGeneration/InventoryGenerationRandomContext.cs` - [ ] `CustomComponent/InventoryGeneration/RewardCandidateBuilder.cs` - [ ] `CustomComponent/PlayerInventory/PlayerInventoryStateStore.cs` - [ ] `CustomComponent/PlayerInventory/PlayerInventoryTowerRosterService.cs` - [ ] `CustomComponent/PlayerInventory/PlayerInventoryTradeService.cs` ### Scene/Pathfinding - [ ] `Scene/Pathfinding/IMapPathfinder.cs` ### Procedure 纯 C# - [ ] `Procedure/ProcedureMain/FixedRunNodeSequenceBuilder.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainCombatEntryValidationResult.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainCombatEntryValidationService.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainNodeEventGuardService.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainParticipantTowerCleanupService.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainRunCompletionService.cs` - [ ] `Procedure/ProcedureMain/ProcedureMainRunFlowService.cs` - [ ] `Procedure/ProcedureMain/RunStateAdvanceService.cs` ### Entity - [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) ### Utility - [ ] `Utility/EnumUtility.cs` - [ ] `Utility/InventoryCloneUtility.cs` - [ ] `Utility/InventoryParticipantUtility.cs` - [ ] `Utility/InventorySeedUtility.cs` - [ ] `Utility/ItemDescUtility.cs` - [ ] `Utility/ShopPriceRuleService.cs` - [ ] `Utility/WebUtility.cs` --- ## 阶段二:L1 重构迁移(技术适配层) > 说明:以下能力全部归 L1,不再计入 L0 完成率。 ### 策略 1:Vector3 替换 将 `UnityEngine.Vector3` 替换为 `System.Numerics.Vector3` | 文件 | 修改内容 | |------|----------| | `Definition/DataStruct/AttackPayload.cs` | `Vector3 OriginPosition` → `System.Numerics.Vector3` | | `Definition/DataStruct/HitContext.cs` | `Vector3` → `System.Numerics.Vector3` | | `Entity/EntityLogic/CombatSelectInputService.cs` | `Vector2` → `System.Numerics.Vector2` | ### 策略 2:GameEntry 静态调用替换为注入服务 | 文件 | 修改内容 | |------|----------| | `Definition/Tag/Metadata/TagDefinitionRegistry.cs` | `GameEntry.DataTable` → 注入 `IDataTableService` | | `Definition/Tag/Presentation/TagDisplayUtility.cs` | `GameEntry.DataTable` → 注入 `IDataTableService` | | `Utility/AssetUtility.cs` | `GameEntry.*` → 注入服务 | | `Utility/JsonNetUtility.cs` | `GameFramework.Utility.Json` → 注入 | ### 策略 3:DataTable / Row 解析统一归 L1 多数 DR* 类继承 `UnityGameFramework.Runtime.DataRowBase`,留在 L1。 `BinaryReaderExtension/BinaryExtension`(含 `Read7BitEncodedInt32`)属于二进制解析能力,归 L1。 - [ ] `DataTable/DREnemy.cs` - [ ] `DataTable/DRLevel.cs` - [ ] `DataTable/DRLevelPhase.cs` - [ ] `DataTable/DRLevelSpawnEntry.cs` - [ ] `DataTable/DREvent.cs` - [ ] `DataTable/DREntity.cs` - [ ] `DataTable/DRBaseComp.cs` - [ ] `DataTable/DRBearingComp.cs` - [ ] `DataTable/DRMusic.cs` - [ ] `DataTable/DRMuzzleComp.cs` - [ ] `DataTable/DROutGameDropPool.cs` - [ ] `DataTable/DRRarityTagBudget.cs` - [ ] `DataTable/DRScene.cs` - [ ] `DataTable/DRShopPrice.cs` - [ ] `DataTable/DRSound.cs` - [ ] `DataTable/DRTag.cs` - [ ] `DataTable/DRTagConfig.cs` - [ ] `DataTable/DRUIForm.cs` - [ ] `DataTable/DRUISound.cs` - [ ] `DataTable/DataTableExtension.cs`(含 Vector3/Color 解析) - [ ] `DataTable/BinaryReaderExtension.cs`(L1) - [ ] `DataTable/BinaryExtension.cs`(L1,7bit 编码/加密字符串) - [ ] `DataTable/TagRow.cs`(过渡态待下沉 L1:当前包含 `IDataRow + ParseDataRow`) - [ ] `DataTable/RarityTagBudgetRow.cs`(过渡态待下沉 L1:当前包含 `IDataRow + ParseDataRow`) ### 策略 4:Tilemap 接口抽象 | 文件 | 修改内容 | |------|----------| | `Scene/Map/MapTopologyService.cs` | `Tilemap` → `ITilemap` 接口 | | `Scene/Map/TowerPlacementService.cs` | `Tilemap` → `ITilemap` 接口 | | `Scene/Map/TowerSelectionPresenter.cs` | `Vector3` → `System.Numerics.Vector3` | | `Scene/Map/MapCombatRuntimeBridge.cs` | Unity 类型 → 接口 | | `Scene/Pathfinding/GridMapPathfinder.cs` | `Vector3Int` → 自定义 struct | ### 策略 5:Constant.Layer 修复 - [ ] `Definition/Constant/Constant.Layer.cs` — `LayerMask.NameToLayer` → int 常量 ### 策略 6:Color 替换 - [ ] `Entity/EntityLogic/CombatSelectUseCaseConfigurator.cs` — `UnityEngine.Color` → 纯 C# struct - [ ] `Procedure/ProcedureMain/RunState.cs` — `UnityEngine.Color` → 纯 C# struct - [ ] `Utility/IconColorGenerator.cs` — `UnityEngine.Color` → 纯 C# struct - [ ] `Utility/TowerIconComposeUtility.cs` — `UnityEngine.Color/Sprite` → 接口 ### 策略 7:TagEffectResolver - [ ] `Definition/Tag/Combat/TagEffectResolver.cs` — `Mathf` → `System.Math` --- ## 阶段三:L2 保持 Unity 以下文件属于 L2,直接保留在 Unity 项目中,无需修改: ### Base(3 个文件) - [ ] `Base/GameEntry.cs` - [ ] `Base/GameEntry.Builtin.cs` - [ ] `Base/GameEntry.Custom.cs` ### Components(7 个文件) - [ ] `Components/BasicBaseComp.cs` - [ ] `Components/BasicBearingComp.cs` - [ ] `Components/InputComponent.cs` - [ ] `Components/MovementComponent.cs` - [ ] `Components/ShooterBullet.cs` - [ ] `Components/ShooterMuzzleComp.cs` - [ ] `Components/TowerController.cs` ### CustomComponent/*Component(11 个文件) - [ ] `CustomComponent/BuiltinDataComponent.cs` - [ ] `CustomComponent/CombatNode/CombatNodeComponent.cs` - [ ] `CustomComponent/EventNodeComponent.cs` - [ ] `CustomComponent/HPBar/HPBarComponent.cs` - [ ] `CustomComponent/InventoryGeneration/InventoryGenerationComponent.cs` - [ ] `CustomComponent/PlayerInventory/PlayerInventoryComponent.cs` - [ ] `CustomComponent/ResolutionAdapterComponent.cs` - [ ] `CustomComponent/ShopNodeComponent.cs` - [ ] `CustomComponent/SpriteCacheComponent.cs` - [ ] `CustomComponent/TagRegistry/TagRegistryComponent.cs` - [ ] `CustomComponent/UIRouterComponent.cs` ### Entity/EntityLogic(7 个文件) - [ ] `Entity/EntityLogic/EntityBase.cs` - [ ] `Entity/EntityLogic/EnemyEntity.cs` - [ ] `Entity/EntityLogic/TowerEntity.cs` - [ ] `Entity/EntityLogic/BulletEntity.cs` - [ ] `Entity/EntityLogic/Player.cs` - [ ] `Entity/EntityLogic/MapEntity.cs` - [ ] `Entity/EntityLogic/CombatSelectUseCaseConfigurator.cs` ### UI/View(大量文件) 所有继承 `UGuiForm` 的 View 类: - [ ] `UI/Combat/View/CombatFinishForm.cs` - [ ] `UI/Combat/View/CombatInfoForm.cs` - [ ] `UI/Combat/View/CombatSelectBuildArea.cs` - [ ] `UI/Combat/View/CombatSelectForm.cs` - [ ] `UI/Combat/View/CombatSelectFuncArea.cs` - [ ] `UI/Combat/View/TowerSelectItem.cs` - [ ] `UI/Game/View/CombineArea.cs` - [ ] `UI/Game/View/CombineSlotItem.cs` - [ ] `UI/Game/View/CompArea.cs` - [ ] `UI/Game/View/EventForm.cs` - [ ] `UI/Game/View/EventOptionItem.cs` - [ ] `UI/Game/View/MainForm.cs` - [ ] `UI/Game/View/NodeItem.cs` - [ ] `UI/Game/View/NodeMapForm.cs` - [ ] `UI/Game/View/ParticipantArea.cs` - [ ] `UI/Game/View/RepoForm.cs` - [ ] `UI/Game/View/RepoItem.cs` - [ ] `UI/Game/View/SellArea.cs` - [ ] `UI/Game/View/TowerRepoItem.cs` - [ ] `UI/General/View/DialogForm.cs` - [ ] `UI/General/View/IconArea.cs` - [ ] `UI/General/View/ItemDescForm.cs` - [ ] `UI/General/View/RewardItem.cs` - [ ] `UI/General/View/RewardSelectForm.cs` - [ ] `UI/General/View/TagItem.cs` - [ ] `UI/General/View/TowerIconArea.cs` - [ ] `UI/Menu/View/MenuForm.cs` - [ ] `UI/Menu/View/TestMenuForm.cs` - [ ] `UI/Shop/View/GoodsItem.cs` - [ ] `UI/Shop/View/ShopForm.cs` - [ ] `UI/Templates/GameScene/View/DisplayItem.cs` - [ ] `UI/Templates/GameScene/View/DisplayItemInfoForm.cs` - [ ] `UI/Templates/GameScene/View/DisplayItemObject.cs` - [ ] `UI/Templates/GameScene/View/DisplayListArea.cs` - [ ] `UI/Templates/GameScene/View/HudForm.cs` - [ ] `UI/Templates/GameScene/View/LevelUpForm.cs` - [ ] `UI/Templates/GameScene/View/LevelUpRewardItem.cs` - [ ] `UI/Templates/GameScene/View/ShopForm.cs` - [ ] `UI/Templates/MenuScene/View/RoleItem.cs` - [ ] `UI/Templates/MenuScene/View/RolePropertyArea.cs` - [ ] `UI/Templates/MenuScene/View/SelectRoleForm.cs` - [ ] `UI/Templates/MenuScene/View/SettingForm.cs` - [ ] `UI/Templates/MenuScene/View/StartMenuForm.cs` - [ ] `UI/HPBarItem.cs` - [ ] `UI/CommonButton.cs` - [ ] `UI/UpdateResourceForm.cs` ### UI/Controller(多个文件) - [ ] `UI/Combat/Controller/CombatFinishFormController.cs` - [ ] `UI/Combat/Controller/CombatInfoFormController.cs` - [ ] `UI/Combat/Controller/CombatSelectFormController.cs` - [ ] `UI/Game/Controller/EventFormController.cs` - [ ] `UI/Game/Controller/MainFormController.cs` - [ ] `UI/Game/Controller/NodeMapFormController.cs` - [ ] `UI/Game/Controller/RepoFormController.cs` - [ ] `UI/General/Controller/DialogFormController.cs` - [ ] `UI/General/Controller/ItemDescFormController.cs` - [ ] `UI/General/Controller/RewardSelectFormController.cs` - [ ] `UI/Menu/Controller/MenuFormController.cs` - [ ] `UI/Menu/Controller/TestMenuFormController.cs` - [ ] `UI/Shop/Controller/ShopFormController.cs` - [ ] `UI/Templates/GameScene/Controller/DisplayItemInfoFormController.cs` - [ ] `UI/Templates/GameScene/Controller/HudFormController.cs` - [ ] `UI/Templates/GameScene/Controller/LevelUpFormController.cs` - [ ] `UI/Templates/GameScene/Controller/ShopFormController.cs` - [ ] `UI/Templates/MenuScene/Controller/SelectRoleFormController.cs` - [ ] `UI/Templates/MenuScene/Controller/StartMenuFormController.cs` ### Procedure(14 个文件) - [ ] `Procedure/Base/ProcedureBase.cs` - [ ] `Procedure/Base/ProcedureChangeScene.cs` - [ ] `Procedure/Base/ProcedureCheckResources.cs` - [ ] `Procedure/Base/ProcedureCheckVersion.cs` - [ ] `Procedure/Base/ProcedureInitResources.cs` - [ ] `Procedure/Base/ProcedureLaunch.cs` - [ ] `Procedure/Base/ProcedurePreload.cs` - [ ] `Procedure/Base/ProcedureSplash.cs` - [ ] `Procedure/Base/ProcedureUpdateResources.cs` - [ ] `Procedure/Base/ProcedureUpdateVersion.cs` - [ ] `Procedure/Base/ProcedureVerifyResources.cs` - [ ] `Procedure/ProcedureMain/ProcedureMain.cs` - [ ] `Procedure/ProcedureMenu.cs` - [ ] `Procedure/ProcedureTest.cs` ### Scene(4 个文件) - [ ] `Scene/HideByBoundary.cs` - [ ] `Scene/Map/House.cs` - [ ] `Scene/Map/MapDataRefs.cs` - [ ] `Scene/Map/Spawner.cs` ### PoolObjectBase(3 个文件) - [ ] `PoolObjectBase/HPBarItemObject.cs` - [ ] `PoolObjectBase/RepoItemObject.cs` - [ ] `PoolObjectBase/TowerRepoItemObject.cs` ### Network - [ ] `Network/NetworkChannelHelper.cs` ### Editor(3 个文件) - [ ] `Editor/GameFrameworkConfigs.cs` - [ ] `Editor/GeometryTDBuildEventHandler.cs` - [ ] `Editor/SceneSwitchLeft.cs` --- ## 关键依赖链 ``` L0/L1 边界阻塞链(纠偏后): ├── 领域规则(L0)依赖输入模型,但不依赖 IDataRow/二进制解析 ├── IDataRow/ParseDataRow/7bit 读取必须下沉至 L1(DR*/Bridge/Mapper) └── L2 通过 L1 获取领域可用模型,不直接触达底层表解析 三层拆分目标架构(2026-05-12 校准后): ├── L0: 纯领域模型/规则(不实现 IDataRow,不包含 ParseDataRow) ├── L1: DR* / Parser / Bridge / Mapper │ └── Bridge: UGF DataTableComponent → L0 领域模型 └── L2: Unity 运行时/表现层编排 ``` ### 重构优先级 1. **第一波**:Definition/Enum + Event ✅ 已完成 2. **第二波**:Vector3 → System.Numerics.Vector3,Mathf → System.Math ✅ **已完成** 3. **第三波**:IDataRow 实现、TagRow/RarityTagBudgetRow、TagGenerationRuleRegistry ✅ **已完成(历史完成项,现已纠偏为过渡态)** 4. **第四波**:边界纠偏(已开始)——识别并标记 L0 中越界项为“过渡态待下沉” 5. **第五波**:L1 DR* + Parser + Bridge(UGF DataTable → L0 领域模型) 6. **第六波**:GameEntry 静态调用 → 接口注入(L1/L2) 7. **第七波**:Tilemap/Color 等 Unity 细节抽象(L1/L2) 8. **第八波**:清理过渡态,实现 L0 零框架依赖 --- ## 第一波修改记录(2026-04-30) ### 进度统计 | 类别 | 源文件数 | 已迁移 | 完成率 | |------|----------|--------|--------| | Definition/Enum | 23 | 27* | 100%+ | | Event | 35 | 35 | 100% | | **小计** | **58** | **62** | **~34% of L0(按当时旧口径统计)** | > *注:Enum 源文件23个,第一波新增4个枚举从其他层迁移,故总计27个。`L0 总约180个文件` 为当时旧口径估算,**已不作为 2026-05-12 后的边界统计依据**。 ### 新增文件 | 文件 | 说明 | |------|------| | `Definition/Enum/CombatSelectActionType.cs` | 从 `UI/Combat/Context/` 迁移 | | `Definition/Enum/RunNodeType.cs` | 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 | | `Definition/Enum/RunNodeStatus.cs` | 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 | | `Definition/Enum/RunNodeCompletionStatus.cs` | 从 `Procedure/ProcedureMain/RunModel.cs` 迁移枚举 | | `Definition/DataStruct/RunItemState.cs` | 新建,简化版 | | `Definition/DataStruct/RunNodeCompletionSnapshot.cs` | 新建,简化版(移除了对 Unity 类型的依赖)| ### 修改文件 | 文件 | 修改内容 | |------|----------| | `Event/RepoForm/RepoItemClickedEventArgs.cs` | `UnityEngine.Vector2` → `System.Numerics.Vector2` | | `Event/Combat/CombatSelectItemClickEventArgs.cs` | `using GeometryTD.UI` → 迁移的枚举 | | `Event/Game/NodeCompleteEventArgs.cs` | 依赖迁移的枚举和数据结构 | | `Event/Game/NodeEnterEventArgs.cs` | `using GeometryTD.Procedure` → 迁移的枚举 | | `Event/Game/NodeMapNodeEnterRequestedEventArgs.cs` | `using GeometryTD.Procedure` → 迁移的枚举 | ### 命名空间统一 所有新增/修改的 Enum 文件使用 `GeometryTD.Definition` 命名空间(与原有文件保持一致) --- ## 第二波修改记录(2026-04-30) ### 进度统计 | 类别 | 源文件数 | 已迁移 | 说明 | |------|----------|--------|------| | Definition/DataStruct | 2 | 2 | AttackPayload, HitContext(Vector3 替换) | | Definition/Tag | 17 | 17 | Tag系统(TagDefinition、TagConfig系列、TagEffect系列等) | | Entity/EntityLogic | 1 | 1 | EnemyTagStatusRuntime(Mathf → System.Math) | | **小计** | **20** | **20** | - | ### 新增/迁移文件(Mathf 替换) | 文件 | 修改内容 | |------|----------| | `Entity/EntityLogic/EnemyTagStatusRuntime.cs` | Mathf → System.Math | | `Definition/Tag/Combat/StatusEffects/FireTagEffect.cs` | 新建,Mathf → System.Math | | `Definition/Tag/Combat/StatusEffects/IceTagEffect.cs` | 新建,Mathf → System.Math | | `Definition/Tag/Metadata/TagDefinitionRegistry.cs` | 简化版,移除 DR* 依赖 | ### L0 构建状态 ✅ `dotnet build GeometryTD.Domain` **成功**,0 警告 0 错误 ### 阻塞说明 1. `TagDefinitionRegistry` 简化版已可用,`DRTag`/`DRTagConfig` 依赖已移除 2. `TagGenerationRuleRegistry` 等仍有 `Debug.Assert` 待替换 --- ## 第三波修改记录(2026-05-01) ### 概述 当时采用方案:L0 实现 `IDataRow` 接口,L1 提供 `DataRowBase` 包装类。 **该方案已在 2026-05-12 边界纠偏后降级为“过渡态”**(原因:`IDataRow/ParseDataRow` 属于 L1 技术适配职责)。 ``` [过渡态] L0(当前物理位置): TagRow : IDataRow L1(目标归位): DRTag/DataTableBridge/Parser [目标态] L0: 纯领域模型(不实现 IDataRow,不含 ParseDataRow) L1: DataTable 解析 + 映射到 L0 模型 ``` ### 新增文件 | 文件 | 说明 | |------|------| | `DataTable/TagRow.cs` | 现状:实现 `IDataRow`(**过渡态待下沉 L1**) | | `DataTable/RarityTagBudgetRow.cs` | 现状:实现 `IDataRow`(**过渡态待下沉 L1**) | | `Definition/Tag/Generation/TagGenerationRule.cs` | 从 src-ref 迁移 | | `Definition/Tag/Generation/RarityTagBudgetRule.cs` | 从 src-ref 迁移 | | `Definition/Tag/Generation/TagGenerationRuleRegistry.cs` | 重构为使用 `IEnumerable`(**现视为过渡态依赖**) | | `Definition/Tag/Generation/RarityTagBudgetRuleRegistry.cs` | 重构为使用 `IEnumerable`(**现视为过渡态依赖**) | ### L0 构建状态 ✅ `dotnet build GeometryTD.Domain` **成功**,0 警告 0 错误 ### 待完成(L1 部分) - [ ] `DataTable/DRTag : DataRowBase` — 包装 TagRow - [ ] `DataTable/DRRarityTagBudget : DataRowBase` — 包装 RarityTagBudgetRow - [ ] `Bridge/DataTableBridge` — UGF DataTableComponent → L0 领域模型集合 --- ## 验收标准 - [x] L0 独立构建成功(`dotnet build GeometryTD.Domain`)✅ **2026-04-30** - [ ] L1 引用 L0 无循环依赖 - [ ] L2 引用 L1 无循环依赖 - [ ] 三层整体构建成功(`dotnet build Geometry-Tower-Defense-Base.sln`) - [ ] 原有游戏流程(战斗/商店/组装)在 Unity 中正常运行