拆分 CombatScheduler 状态机到独立文件

This commit is contained in:
SepComet
2026-03-07 11:21:07 +08:00
parent 34446ae42a
commit 0ff04f02f4
23 changed files with 664 additions and 231 deletions
@@ -0,0 +1,35 @@
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatFailedState : CombatStateBase
{
private readonly string _errorMessage;
private readonly bool _notifyCombatNode;
public CombatFailedState(CombatScheduler scheduler, string errorMessage, bool notifyCombatNode) : base(scheduler)
{
_errorMessage = errorMessage;
_notifyCombatNode = notifyCombatNode;
}
public override void OnEnter()
{
Log.Error(
"CombatScheduler failed. LevelId={0}, {1}",
Scheduler._currentLevel != null ? Scheduler._currentLevel.Id : 0,
_errorMessage);
Scheduler._enemyManager.EndPhase();
Scheduler.CleanupAllCombatEntities();
Scheduler.CloseCombatFinishForm();
Scheduler.CloseRewardSelectForm();
if (_notifyCombatNode)
{
Scheduler.GameOverByFailure();
}
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,28 @@
using UnityEngine;
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatFinishFormState : CombatStateBase
{
public CombatFinishFormState(CombatScheduler scheduler) : base(scheduler)
{
}
public override void OnEnter()
{
if (Scheduler._settlementContext == null)
{
Scheduler.EnterFailureFallback("Combat finish form failed. Settlement context is missing.");
return;
}
Scheduler.CommitSettlementInventory(Scheduler._settlementContext);
Scheduler._settlementContext.GainedGold = Mathf.Max(0, Scheduler._combatResourceManager.GainedGold);
Scheduler.OpenCombatFinishForm(Scheduler._settlementContext);
Scheduler.ChangeState(new CombatWaitingForReturnState(Scheduler));
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,25 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatLoadingState : CombatStateBase
{
public CombatLoadingState(CombatScheduler scheduler) : base(scheduler)
{
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_ = elapseSeconds;
_ = realElapseSeconds;
if (!Scheduler._loadSession.IsReady)
{
return;
}
Scheduler.TryBeginNextPhase();
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,31 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatRewardSelectionState : CombatStateBase
{
public CombatRewardSelectionState(CombatScheduler scheduler) : base(scheduler)
{
}
public override void OnEnter()
{
if (Scheduler._settlementContext == null)
{
Scheduler.EnterFailureFallback("Combat reward selection failed. Settlement context is missing.");
return;
}
if (!Scheduler.TryPrepareRewardSelection(Scheduler._settlementContext))
{
Scheduler.ChangeState(new CombatFinishFormState(Scheduler));
}
}
public override void OnExit()
{
Scheduler.CloseRewardSelectForm();
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,77 @@
using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatRunningPhaseState : CombatStateBase
{
private readonly DRLevelPhase _phase;
private readonly IReadOnlyList<DRLevelSpawnEntry> _spawnEntries;
public CombatRunningPhaseState(
CombatScheduler scheduler,
DRLevelPhase phase,
IReadOnlyList<DRLevelSpawnEntry> spawnEntries) : base(scheduler)
{
_phase = phase;
_spawnEntries = spawnEntries;
}
public override void OnEnter()
{
Scheduler._enemyManager.BeginPhase(_phase, _spawnEntries);
GameEntry.Event.Fire(
Scheduler,
CombatProcessEventArgs.Create(
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
Scheduler._phaseLoopRuntime.PhaseCount));
GameEntry.Event.Fire(
Scheduler,
CombatEnemyHpRateChangedEventArgs.Create(
ResolveEnemyHpRateMultiplier(
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
Scheduler._phaseLoopRuntime.PhaseCount)));
if (!Scheduler._nodeEnterFired)
{
Scheduler._nodeEnterFired = true;
GameEntry.Event.Fire(Scheduler, NodeEnterEventArgs.Create());
}
Log.Info(
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
Scheduler._currentLevel != null ? Scheduler._currentLevel.Id : 0,
Scheduler._phaseLoopRuntime.DisplayPhaseIndex,
_phase.EndType,
_spawnEntries != null ? _spawnEntries.Count : 0);
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (Scheduler._phaseLoopRuntime.CurrentPhase == null)
{
Scheduler.EnterFailureFallback("CombatScheduler update failed. Current phase is null.");
return;
}
Scheduler._phaseLoopRuntime.AdvancePhaseElapsed(elapseSeconds);
Scheduler._enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
if (Scheduler.ShouldEnterSettlementFromActiveState(out string reason, out bool isVictory))
{
Scheduler.ChangeState(new CombatSettlementState(Scheduler, reason, isVictory));
return;
}
if (Scheduler._enemyManager.IsPhaseSpawnCompleted)
{
Scheduler.EnterWaitingForPhaseEnd();
}
}
}
}
}
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@@ -0,0 +1,29 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatSettlementState : CombatStateBase
{
private readonly string _reason;
private readonly bool _isVictory;
public CombatSettlementState(CombatScheduler scheduler, string reason, bool isVictory) : base(scheduler)
{
_reason = reason;
_isVictory = isVictory;
}
public override void OnEnter()
{
Scheduler._settlementContext = Scheduler.BuildSettlementContext(_reason, _isVictory);
if (Scheduler._settlementContext.ShouldOpenRewardSelection)
{
Scheduler.ChangeState(new CombatRewardSelectionState(Scheduler));
return;
}
Scheduler.ChangeState(new CombatFinishFormState(Scheduler));
}
}
}
}
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@@ -0,0 +1,35 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private abstract class CombatStateBase
{
protected CombatScheduler Scheduler { get; }
protected CombatStateBase(CombatScheduler scheduler)
{
Scheduler = scheduler;
}
public virtual void OnInit()
{
}
public virtual void OnEnter()
{
}
public virtual void OnExit()
{
}
public virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
}
public virtual void OnDestroy()
{
}
}
}
}
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@@ -0,0 +1,40 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatWaitingForPhaseEndState : CombatStateBase
{
public CombatWaitingForPhaseEndState(CombatScheduler scheduler) : base(scheduler)
{
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_ = realElapseSeconds;
if (Scheduler._phaseLoopRuntime.CurrentPhase == null)
{
Scheduler.EnterFailureFallback("CombatScheduler waiting phase failed. Current phase is null.");
return;
}
Scheduler._phaseLoopRuntime.AdvancePhaseElapsed(elapseSeconds);
if (Scheduler.ShouldEnterSettlementFromActiveState(out string reason, out bool isVictory))
{
Scheduler.ChangeState(new CombatSettlementState(Scheduler, reason, isVictory));
return;
}
if (!Scheduler._phaseLoopRuntime.ShouldEndCurrentPhase(
Scheduler._enemyManager.IsPhaseSpawnCompleted,
Scheduler._enemyManager.AliveEnemyCount))
{
return;
}
Scheduler.CompleteCurrentPhase();
}
}
}
}
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@@ -0,0 +1,35 @@
namespace GeometryTD.CustomComponent
{
public partial class CombatScheduler
{
private sealed class CombatWaitingForReturnState : CombatStateBase
{
private bool _returnRequested;
public CombatWaitingForReturnState(CombatScheduler scheduler) : base(scheduler)
{
}
public void RequestReturn()
{
_returnRequested = true;
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_ = elapseSeconds;
_ = realElapseSeconds;
if (!_returnRequested)
{
return;
}
Scheduler._loadSession.Cleanup();
Scheduler.CloseCombatFinishForm();
Scheduler.CloseRewardSelectForm();
Scheduler.CompleteCombatAndNotify(Scheduler._isFinishAsVictory);
}
}
}
}
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