geometry-tower-defense-base/TODO.md

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# GeometryTD 三层拆分迁移 TODO
最后更新2026-05-09
> **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
> **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
## 概述
| 指标 | 数量 | 状态 |
|------|------|------|
| 总文件数 | 457 | - |
| 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)** |
| L1 (Infrastructure) 需重构 | ~80 | **项目已建,承接内容仍少** |
| L2 (Presentation) Unity 依赖 | ~197 | **项目骨架已建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/ # IDataRow 实现 + 纯 C# BinaryReaderExtension
│ ├── 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(无需修改)
以下文件可直接复制到 `GeometryTD.Domain/`,无任何修改。
### Definition/Enum27 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/DataStruct10 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.Vector3TargetStatusRuntime 已恢复
- [ ] `Definition/DataStruct/BackpackInventoryData.cs`
- [x] `Definition/DataStruct/BuildInfo.cs`**已迁移** - 纯数据对象
- [ ] `Definition/DataStruct/EventItem.cs`
- [ ] `Definition/DataStruct/EventOption.cs`
- [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
- [ ] `Definition/DataStruct/TowerStatsData.cs`
- [x] `Definition/DataStruct/VersionInfo.cs`**已迁移** - 纯数据对象
### Definition/ 其他
- [ ] `Definition/CombatParticipantTowerValidation.cs`
- [ ] `Definition/CombatParticipantTowerValidationText.cs`
- [ ] `Definition/InventoryRarityRuleService.cs`
- [ ] `Definition/ParticipantTowerAssignResult.cs`
### Event35 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/Base3 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/Tag35 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** - 使用 IEnumerable<TagRow>
- [x] `Definition/Tag/Generation/RarityTagBudgetRuleRegistry.cs`**已重构** - 使用 IEnumerable<RarityTagBudgetRow>
- [ ] `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/Event11 个文件)
- [ ] `Definition/Event/EventEffect/AddGoldEffect.cs`
- [ ] `Definition/Event/EventEffect/AddRandomCompsEffect.cs`
- [ ] `Definition/Event/EventEffect/DamageRandomTowerEnduranceEffect.cs`
- [ ] `Definition/Event/EventEffect/EventEffectBase.cs`
- [ ] `Definition/Event/EventEffect/RemoveRandomCompEffect.cs`
- [ ] `Definition/Event/EventOptionExecutor.cs`
- [ ] `Definition/Event/EventRequirement/CompCountAtLeastRequirement.cs`
- [ ] `Definition/Event/EventRequirement/EventRequirementBase.cs`
- [ ] `Definition/Event/EventRequirement/GoldAtLeastRequirement.cs`
- [ ] `Definition/Event/EventRequirement/HasRelicRequirement.cs`
- [ ] `Definition/Event/EventRequirement/TowerCountAtLeastRequirement.cs`
### Factory5 个文件)
- [ ] `Factory/EventEffectFactory.cs`
- [ ] `Factory/EventRequirementFactory.cs`
- [ ] `Factory/OutGameDropItemBuilder.cs`
- [ ] `Factory/PhaseEndConditionFactory.cs`
- [ ] `Factory/RunStateFactory.cs`
### Network11 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(需修改后迁移)
### 策略 1Vector3 替换
`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 2GameEntry 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 3DataTable 保持 L1
多数 DR* 类继承 `UnityGameFramework.Runtime.DataRowBase`,留在 L1`BinaryReaderExtension` 当前已在 Domain 提供纯 C# 版本:
- [ ] `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)
- [x] `DataTable/BinaryReaderExtension.cs`**已迁移到 Domain** - 使用纯 C# `Color` / `Color32` / `Rect` struct 替代 Unity 类型
### 策略 4Tilemap 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 5Constant.Layer 修复
- [ ] `Definition/Constant/Constant.Layer.cs``LayerMask.NameToLayer` → int 常量
### 策略 6Color 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 7TagEffectResolver
- [ ] `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:
### Base3 个文件)
- [ ] `Base/GameEntry.cs`
- [ ] `Base/GameEntry.Builtin.cs`
- [ ] `Base/GameEntry.Custom.cs`
### Components7 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/*Component11 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/EntityLogic7 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`
### Procedure14 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`
### Scene4 个文件)
- [ ] `Scene/HideByBoundary.cs`
- [ ] `Scene/Map/House.cs`
- [ ] `Scene/Map/MapDataRefs.cs`
- [ ] `Scene/Map/Spawner.cs`
### PoolObjectBase3 个文件)
- [ ] `PoolObjectBase/HPBarItemObject.cs`
- [ ] `PoolObjectBase/RepoItemObject.cs`
- [ ] `PoolObjectBase/TowerRepoItemObject.cs`
### Network
- [ ] `Network/NetworkChannelHelper.cs`
### Editor3 个文件)
- [ ] `Editor/GameFrameworkConfigs.cs`
- [ ] `Editor/GeometryTDBuildEventHandler.cs`
- [ ] `Editor/SceneSwitchLeft.cs`
---
## 关键依赖链
```
L0 迁移阻塞链:
├── TagDefinitionRegistry (L1 重构) ──→ DR* (L1) ──→ DataTableExtension (L1)
├── AttackPayload (L1 重构) ──→ TagEffectResolver (L1 重构)
└── MapTopologyService (L1 重构) ──→ EntityData (L2)
三层拆分新架构2026-05-01
├── L0: IDataRow 实现TagRow, RarityTagBudgetRow
│ └── Registry 使用 IEnumerable<TagRow> 而非 DRTag
└── L1: DR* : DataRowBase + L0 实例成员
└── Bridge: UGF DataTableComponent → L0 IDataRow
```
### 重构优先级
1. **第一波**Definition/Enum + Event ✅ 已完成
2. **第二波**Vector3 → System.Numerics.Vector3Mathf → System.Math ✅ **已完成**
3. **第三波**IDataRow 实现、TagRow/RarityTagBudgetRow、TagGenerationRuleRegistry ✅ **已完成**
4. **第四波**L1 DR* 包装类 + Bridge 实现UGF DataTable → L0 IDataRow
5. **第五波**GameEntry 静态调用 → 接口注入
6. **第六波**Tilemap 接口抽象
7. **第七波**:剩余 L1 文件迁移
---
## 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** |
> *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。
### 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, HitContextVector3 替换) |
| Definition/Tag | 17 | 17 | Tag系统TagDefinition、TagConfig系列、TagEffect系列等 |
| Entity/EntityLogic | 1 | 1 | EnemyTagStatusRuntimeMathf → 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
采用新架构L0 实现 `IDataRow` 接口L1 提供 `DataRowBase` 包装类。
```
L0: TagRow : IDataRow ← 纯 C# 解析逻辑
L1: DRTag : DataRowBase ← UGF 兼容层,内部持有 TagRow 实例
└── DRTag.ParseDataRow() 委托给 TagRow.ParseDataRow()
Bridge: DataTableComponent ← 将 UGF 数据转换为 L0 Row 集合
```
### 新增文件
| 文件 | 说明 |
|------|------|
| `DataTable/TagRow.cs` | 实现 `IDataRow`,含 TagId, TagType, MinRarity, Weight, IsImplemented |
| `DataTable/RarityTagBudgetRow.cs` | 实现 `IDataRow`,含 Id, Rarity, MinCount, MaxCount |
| `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<TagRow>` |
| `Definition/Tag/Generation/RarityTagBudgetRuleRegistry.cs` | 重构为使用 `IEnumerable<RarityTagBudgetRow>` |
### 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 Row 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