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# Unity generated folders
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Library/
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Temp/
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Obj/
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Logs/
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Build/
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Builds/
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UserSettings/
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MemoryCaptures/
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Recordings/
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# IDE / tool caches
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.vs/
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.idea/
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||||
.gradle/
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.cache/
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||||
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# OS / misc
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.DS_Store
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Thumbs.db
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# Node / frontend caches if present
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node_modules/
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|
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# Test / coverage outputs
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coverage/
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TestResults/
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|
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# Large binary assets that usually don't help code editing
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*.apk
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*.aab
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*.unitypackage
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*.zip
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*.7z
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*.rar
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# Optional: generated csproj/sln if you mainly use Unity-generated ones
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# *.csproj
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# *.sln
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@ -0,0 +1,201 @@
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# CodeX TODO
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最后更新:2026-03-07
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## 当前目标
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按 `docs/CombatNodeArchitecture.md` 收敛 `CombatNode` 域职责,重点是:
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- `CombatScheduler` 收敛为“状态机管理器”,不再继续堆业务细节。
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- 局内 `Coin / Gold / BaseHp / Loot Backpack / BuildTowerSnapshots` 由 `CombatInRunResourceManager` 作为唯一真值来源。
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- `EnemyManager` 只上报敌人事件,不直接决定资源入账或状态切换。
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- `PhaseEndType` 退出条件从 `PhaseLoopRuntime` 中抽离到 `IPhaseEndCondition` 实现类。
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- 结束链、加载链、奖励选择链逐步从 `CombatScheduler.cs` 本体挪到状态类或专用服务。
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## 已完成
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### 1. 状态类拆分完成
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- `CombatScheduler.cs` 内部的嵌套状态类已经迁移到 `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/`。
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- 保留了 `partial class CombatScheduler + 嵌套类` 的结构。
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- 旧 `CombatState` 已统一替换为 `CombatStateBase`。
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/CombatStateBase.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/*.cs`
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### 2. 第一轮目标命名和骨架已建立
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- `CombatResourceManager` 已重命名为 `CombatInRunResourceManager`。
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- 已新增掉落解析骨架:
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- `EnemyDropResolveContext`
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- `EnemyDropResolveResult`
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- `EnemyDropResolver`
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- 已新增 phase end 骨架:
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- `IPhaseEndCondition`
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- `PhaseEndConditionContext`
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- `PhaseEndConditionFactory`
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- `NonePhaseEndCondition`
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- `TimeElapsedPhaseEndCondition`
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- `EnemiesClearedPhaseEndCondition`
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- `BossDeadPhaseEndCondition`
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/EnemyDropResolver.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/`
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### 3. 局内资源真值已迁到 CombatInRunResourceManager
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目前 `CombatInRunResourceManager` 已经接管:
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- `CurrentCoin`
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- `CurrentBaseHp`
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- `MaxBaseHp`
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- `GainedCoin`
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- `GainedGold`
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- 本局 `BuildTowerStats` 快照
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- 奖励背包快照
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已实现的资源接口:
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- `InitializeForCombat(DRLevel level)`
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- `MarkCombatEnded()`
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- `Reset()`
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- `TryConsumeCoin(int coin)`
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- `AddCoin(int coin)`
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- `ApplyBaseDamage(int damage)`
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- `TryGetBuildTowerStats(int buildIndex, out TowerStatsData stats)`
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- `AddEnemyDefeatedReward(int gainedCoin, int gainedGold)`
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- `AddSettlementGold(int gainedGold)`
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- `GetRewardInventorySnapshot()`
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附带完成:
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- `CombatCoinChangedEventArgs` 增加了 `DeltaCoin`
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- `CombatBaseHpChangedEventArgs` 增加了 `DeltaBaseHp`
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- coin/baseHp 变化事件现在由 `CombatInRunResourceManager` 发布,而不是 `CombatNodeComponent`
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- `Reset()` 现在会清理 `ParticipantTowerInstanceIds`
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- `Assets/GameMain/Scripts/Event/Combat/CombatCoinChangedEventArgs.cs`
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- `Assets/GameMain/Scripts/Event/Combat/CombatBaseHpChangedEventArgs.cs`
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### 4. CombatScheduler / CombatNodeComponent 已做一轮收口
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#### CombatScheduler
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- 启动时会先初始化 `CombatInRunResourceManager`
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- 提供资源转发属性:
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- `CurrentCoin`
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- `CurrentGold`
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- `CurrentBaseHp`
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- `CurrentBuildTowerCount`
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- 提供资源转发方法:
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- `TryConsumeCoin(...)`
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- `AddCoin(...)`
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- `TryGetBuildTowerStats(...)`
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- 不再通过 `CombatNodeComponent` 读写 baseHp/coin 真值
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#### CombatNodeComponent
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- 不再持有这些字段:
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- `_currentCoin`
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- `_currentGold`
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- `_currentBaseHp`
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- `_currentBuildTowerStats`
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- 当前只保留:
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- 关卡数据缓存
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- `CurrentLevel / CurrentThemeType`
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- 战斗启动/结束协调
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- 最终结算摘要字段(`LastDefeatedEnemyCount / LastGainedCoin / LastGainedGold`)
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- 对 `CombatScheduler` 的只读/操作转发
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatNodeComponent.cs`
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## 还没完成
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### 1. EnemyManager 事件边界还没改干净
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当前仍然存在的问题:
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- `EnemyManager` 还在自己计算 `droppedCoin / droppedGold / baseDamage`
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- 然后把这些原始数值直接传给 `CombatScheduler`
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目标状态:
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- `EnemyManager` 只上报:
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- `OnEnemyDefeated(DREnemy enemy)`
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- `OnEnemyReachedBase(DREnemy enemy)`
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- `CombatScheduler` 统一调用:
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- `EnemyDropResolver`
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- `CombatInRunResourceManager`
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下一步建议:
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- 先改 `EnemyManager` 上报签名
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- 再把 coin/gold/baseDamage 的公共副作用挪到 `CombatScheduler`
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|
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### 2. PhaseEndCondition 骨架已建,但还没接入
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当前仍然是旧逻辑:
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- `PhaseLoopRuntime.ShouldEndCurrentPhase(...)` 还在使用
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- `CombatWaitingForPhaseEndState` 还没有改成通过 `IPhaseEndCondition` 判定
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目标状态:
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- `PhaseLoopRuntime` 只保留 phase runtime 数据
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- `CombatWaitingForPhaseEndState` 通过 `PhaseEndConditionFactory.Create(...)` 获取当前判定器
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- `PhaseEndType` 的规则不再写在 `PhaseLoopRuntime` 里
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### 3. CombatScheduler 本体仍然过重
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当前仍然还在 `CombatScheduler.cs` 里的业务:
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- 结算上下文构建
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- 基地血量结算修正
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- 奖励选择 UI 准备
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- FinishForm 打开逻辑
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- 一部分加载和清理编排
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目标状态:
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- `Loading` 负责加载和 `MapData` 组装
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- `Settlement` 负责结算上下文和奖励准入判断
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- `RewardSelection` 只处理选择流程
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- `FinishForm` 只处理展示
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- `WaitingForReturn` 只处理回退和最终清理
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### 4. MapData + Event 解耦还没开始
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当前:
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- `MapData` 只有 `LevelId`
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- `MapEntity` 仍通过 `GameEntry.CombatNode` 反查 coin / build stats
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目标状态:
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- `CombatLoadingState` 从 `CombatInRunResourceManager` 读取快照
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- `CombatLoadingState` 组装更完整的 `MapData`
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- `MapEntity` 后续通过 `MapData + Event` 获取上下文,而不是反查 `CombatNode`
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## 推荐的后续执行顺序
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1. 改 `EnemyManager` 上报边界,接入 `EnemyDropResolver`
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2. 接入 `IPhaseEndCondition`,移除 `PhaseLoopRuntime.ShouldEndCurrentPhase(...)`
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3. 把结算链逻辑从 `CombatScheduler.cs` 继续剥离到状态类
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4. 开始做 `MapData + Event` 解耦
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## 当前做变更时要记住的约束
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- 状态切换只能通过 `CombatScheduler.ChangeState(...)`
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- 不要把新业务继续堆回 `CombatScheduler.cs`
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- `CombatNodeComponent` 现在应该保持轻量 facade,不要再把 coin/baseHp/build snapshot 回流到它
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- coin/baseHp 变化事件应继续由 `CombatInRunResourceManager` 发布
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- `Failed` 只处理异常失败,不处理“基地血量归零”的正常失败路径
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## 当前关键入口文件速查
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- 状态机宿主:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- 局内资源真值:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- 状态类:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/`
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- 加载服务:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatLoadSession.cs`
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- phase runtime:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseLoopRuntime.cs`
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- phase end 条件骨架:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/`
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- 敌人域 facade:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemyManager.cs`
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- CombatNode 入口 facade:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatNodeComponent.cs`
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## 备注
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- 当前环境没有可用的本地 C# 编译器(`dotnet / mcs / csc / msbuild / xbuild` 都不可用),所以本轮改动主要依赖文本级检查。
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- 仓库目前有一些与本任务无关的脏文件,继续改动时只聚焦 `CombatNode` 相关文件即可,不要顺手回滚无关改动。
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@ -1,225 +0,0 @@
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使用的 5 个属性:
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- AttackDamage(MuzzleComp)
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- DamageRandomRate(MuzzleComp)
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- RotateSpeed(BearingComp)
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- AttackRange(BearingComp)
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- AttackSpeed(BaseComp)
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下面我给你一套专门为这 5 个属性设计的稳定映射方案,目标是:
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* 不出现“未使用 RGB 位导致底色聚集”
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* 不出现颜色难以区分
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* 不随数值微调产生大跳变
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* 能一眼看出“偏伤害 / 偏射速 / 偏范围”等方向
|
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---
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# 一、先定颜色语义(非常关键)
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我们先给每个属性一个**语义色相(Hue)**,并且颜色间隔拉开,避免混淆。
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| 属性 | 含义倾向 | Hue建议 |
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|------------------|--------|----------|
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| AttackDamage | 爆发/力量 | 0°(红) |
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| DamageRandomRate | 波动/暴击感 | 30°(橙) |
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| RotateSpeed | 灵活/机动 | 200°(青蓝) |
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| AttackRange | 空间/覆盖 | 120°(绿) |
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| AttackSpeed | 频率/连发 | 270°(紫) |
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解释:
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* 伤害 → 红(直觉最强)
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* 范围 → 绿(覆盖感)
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* 攻速 → 紫(科技感/高频)
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* 旋转 → 青蓝(灵活)
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* 随机伤害 → 橙(不稳定爆发)
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Hue 间隔 > 60°,视觉上足够区分。
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---
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# 二、不要直接映射到 RGB,而是走 HSV
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### Step 1:归一化
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对每个属性:
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```csharp
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x_i = clamp01((value_i - min_i) / (max_i - min_i))
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```
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⚠️ 不要用当前组件的 min/max,要用全局平衡区间。
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---
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# 三、核心算法:主导属性 + 混合属性
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## 1️⃣ 找出前两名属性
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```csharp
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i1 = argmax(x_i)
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i2 = secondMax(x_i)
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```
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---
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||||
## 2️⃣ Hue 插值
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```csharp
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w = x_i2 / (x_i1 + x_i2 + 0.0001f)
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hue = lerp(Hue[i1], Hue[i2], w)
|
||||
```
|
||||
|
||||
这能避免“单一属性颜色单调”的问题。
|
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||||
例如:
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||||
|
||||
* 高伤害 + 高攻速 → 红紫之间
|
||||
* 高范围 + 高旋转 → 绿青之间
|
||||
|
||||
---
|
||||
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# 四、饱和度(Saturation)
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||||
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||||
饱和度表达“专精度”。
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||||
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```csharp
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purity = x_i1 - x_i2
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sat = lerp(0.45f, 0.9f, clamp01(purity * 1.5f))
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```
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||||
* 越单一专精 → 越鲜艳
|
||||
* 属性均衡 → 稍微偏灰
|
||||
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||||
这样“杂牌组件”会看起来更灰一点,专精流派更亮。
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||||
|
||||
---
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||||
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||||
# 五、明度(Value)
|
||||
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||||
明度表达“整体强度”。
|
||||
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||||
```csharp
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||||
intensity = (x1 + x2 + x3 + x4 + x5) / 5f
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||||
val = lerp(0.55f, 0.95f, intensity)
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||||
```
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||||
|
||||
强度越高越亮。
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||||
|
||||
⚠️ 不要让 val 太低,否则会看起来像“禁用状态”。
|
||||
|
||||
---
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||||
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||||
# 六、品质不要改 Hue
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||||
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品质建议只影响:
|
||||
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||||
* 外描边颜色
|
||||
* 发光
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||||
* 明度偏移
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* 图标底板
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||||
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例如:
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| 品质 | 处理方式 |
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||||
|----|-----------------|
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| 白 | val × 0.9 |
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| 绿 | 无变化 |
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| 蓝 | 外发光 |
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| 紫 | val ×1.05 + 外发光 |
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| 红 | 双层发光 + 轻微高对比 |
|
||||
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不要把红品质直接改成红色,那会和 AttackDamage 冲突。
|
||||
|
||||
---
|
||||
|
||||
# 七、避免“颜色基地”的关键
|
||||
|
||||
你之前的问题是:
|
||||
|
||||
> 某些属性没有值 → RGB 位没用 → 颜色集中
|
||||
|
||||
用现在方案:
|
||||
|
||||
* 即便某些属性接近 0,Hue 仍由主导属性决定
|
||||
* 不会出现“默认黑色/灰色聚集”
|
||||
|
||||
另外建议:
|
||||
|
||||
```csharp
|
||||
sat = max(sat, 0.4f);
|
||||
val = max(val, 0.6f);
|
||||
```
|
||||
|
||||
避免太灰太暗。
|
||||
|
||||
---
|
||||
|
||||
# 八、额外增强:组件类型偏移
|
||||
|
||||
你有三类组件(枪口/轴承/底座),可以轻微加一个 hue 偏移:
|
||||
|
||||
* 枪口:+0°
|
||||
* 轴承:+15°
|
||||
* 底座:-15°
|
||||
|
||||
这样即便数值类似,也能区分结构类型。
|
||||
|
||||
---
|
||||
|
||||
# 九、完整伪代码(你可以直接用)
|
||||
|
||||
```csharp
|
||||
Color GenerateColor(float[] normalizedStats, ComponentType type)
|
||||
{
|
||||
float[] hueMap = { 0f, 30f, 200f, 120f, 270f };
|
||||
|
||||
int i1 = MaxIndex(normalizedStats);
|
||||
int i2 = SecondMaxIndex(normalizedStats);
|
||||
|
||||
float w = normalizedStats[i2] /
|
||||
(normalizedStats[i1] + normalizedStats[i2] + 0.0001f);
|
||||
|
||||
float hue = Mathf.Lerp(hueMap[i1], hueMap[i2], w);
|
||||
|
||||
float purity = normalizedStats[i1] - normalizedStats[i2];
|
||||
float sat = Mathf.Lerp(0.45f, 0.9f, Mathf.Clamp01(purity * 1.5f));
|
||||
|
||||
float intensity = normalizedStats.Average();
|
||||
float val = Mathf.Lerp(0.55f, 0.95f, intensity);
|
||||
|
||||
if (type == ComponentType.Axis) hue += 15f;
|
||||
if (type == ComponentType.Base) hue -= 15f;
|
||||
|
||||
return Color.HSVToRGB(hue / 360f, sat, val);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
# 十、视觉稳定性测试建议
|
||||
|
||||
做一个小测试场景:
|
||||
|
||||
* 随机生成 200 个组件
|
||||
* 打印颜色到网格
|
||||
* 看是否:
|
||||
|
||||
* 有大量颜色过于相似
|
||||
* 有大面积灰色
|
||||
* 是否能一眼区分“偏伤害”“偏范围”等
|
||||
|
||||
---
|
||||
|
||||
# 结论
|
||||
|
||||
你不应该:
|
||||
|
||||
❌ 把 5 个属性硬塞进 RGB 位
|
||||
|
||||
你应该:
|
||||
|
||||
✅ 用 Hue 表达方向
|
||||
✅ 用 Saturation 表达专精
|
||||
✅ 用 Value 表达强度
|
||||
✅ 用外观表达品质
|
||||
Loading…
Reference in New Issue