迁移测试文件,建立主程序集

This commit is contained in:
SepComet
2026-03-08 18:08:13 +08:00
parent 548bc77ba6
commit 1023239880
16 changed files with 351 additions and 307 deletions
+18
View File
@@ -0,0 +1,18 @@
{
"name": "GeometryTD.Runtime",
"rootNamespace": "GeometryTD",
"references": [
"UnityGameFramework.Runtime",
"Unity.InputSystem",
"Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
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"overrideReferences": false,
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"noEngineReferences": false
}
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@@ -0,0 +1,19 @@
{
"name": "GeometryTD.Editor",
"rootNamespace": "GeometryTD.Editor",
"references": [
"GeometryTD.Runtime",
"UnityGameFramework.Editor"
],
"includePlatforms": [
"Editor"
],
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@@ -8,6 +8,44 @@ using UnityGameFramework.Runtime;
namespace GeometryTD.Procedure
{
public enum ProcedureMainFlowPhase
{
Hub = 0,
NodeActive = 1,
RunCompletedPendingFinish = 2
}
public enum ProcedureMainRunAdvanceResult
{
NoChange = 0,
NodeFailed = 1,
AdvancedToNextNode = 2,
RunCompleted = 3
}
public static class ProcedureMainRunFlowService
{
public static ProcedureMainRunAdvanceResult TryAdvanceRun(
RunState runState,
bool succeeded,
BackpackInventoryData snapshot)
{
if (!RunStateAdvanceService.TryCompleteCurrentNode(runState, succeeded, snapshot))
{
return ProcedureMainRunAdvanceResult.NoChange;
}
if (runState != null && runState.IsCompleted)
{
return ProcedureMainRunAdvanceResult.RunCompleted;
}
return succeeded
? ProcedureMainRunAdvanceResult.AdvancedToNextNode
: ProcedureMainRunAdvanceResult.NodeFailed;
}
}
public class ProcedureMain : ProcedureBase
{
public override bool UseNativeDialog => false;
@@ -15,6 +53,7 @@ namespace GeometryTD.Procedure
private RepoFormUseCase _repoFormUseCase;
private NodeMapFormUseCase _nodeMapFormUseCase;
private RunState _currentRunState;
private ProcedureMainFlowPhase _flowPhase = ProcedureMainFlowPhase.Hub;
#region FSM
@@ -45,7 +84,7 @@ namespace GeometryTD.Procedure
_nodeMapFormUseCase.SetRunState(_currentRunState);
GameEntry.UIRouter.BindUIUseCase(UIFormType.NodeMapForm, _nodeMapFormUseCase);
OpenHubUI();
EnterHubFlow();
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
@@ -69,6 +108,7 @@ namespace GeometryTD.Procedure
_repoFormUseCase = null;
_nodeMapFormUseCase = null;
_currentRunState = null;
_flowPhase = ProcedureMainFlowPhase.Hub;
base.OnLeave(procedureOwner, isShutdown);
}
@@ -117,8 +157,7 @@ namespace GeometryTD.Procedure
args.NodeType,
args.SequenceIndex);
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
EnterNodeFlow();
}
private void OnNodeComplete(object sender, GameEventArgs e)
@@ -145,8 +184,7 @@ namespace GeometryTD.Procedure
snapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
}
AdvanceRunState(args.Succeeded, snapshot);
OpenHubUI();
HandleRunAdvanceResult(ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, args.Succeeded, snapshot));
}
private void OnCombatFailureReturn(object sender, GameEventArgs e)
@@ -159,8 +197,7 @@ namespace GeometryTD.Procedure
BackpackInventoryData snapshot = GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: null;
AdvanceRunState(false, snapshot);
OpenHubUI();
HandleRunAdvanceResult(ProcedureMainRunFlowService.TryAdvanceRun(_currentRunState, false, snapshot));
}
private void OnNodeMapNodeEnterRequested(object sender, GameEventArgs e)
@@ -171,9 +208,15 @@ namespace GeometryTD.Procedure
}
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (_currentRunState == null || !_currentRunState.CanEnterCurrentNode || currentNode == null)
if (_currentRunState == null ||
_flowPhase != ProcedureMainFlowPhase.Hub ||
!_currentRunState.CanEnterCurrentNode ||
currentNode == null)
{
Log.Warning("ProcedureMain.OnNodeMapNodeEnterRequested() ignored. Current run has no enterable node.");
Log.Warning(
"ProcedureMain.OnNodeMapNodeEnterRequested() ignored. FlowPhase={0}, HasEnterableNode={1}.",
_flowPhase,
_currentRunState != null && _currentRunState.CanEnterCurrentNode);
return;
}
@@ -226,33 +269,30 @@ namespace GeometryTD.Procedure
}
}
private void AdvanceRunState(bool succeeded, BackpackInventoryData snapshot)
private void HandleRunAdvanceResult(ProcedureMainRunAdvanceResult result)
{
if (_currentRunState == null)
switch (result)
{
return;
}
if (!RunStateAdvanceService.TryCompleteCurrentNode(_currentRunState, succeeded, snapshot))
{
return;
}
if (_currentRunState.IsCompleted)
{
Log.Info("ProcedureMain run completed. RunId={0}", _currentRunState.RunId);
return;
}
RunNodeState nextNode = _currentRunState.CurrentNode;
if (nextNode != null)
{
Log.Info(
"ProcedureMain advanced run. RunId={0}, NextNodeType={1}, SequenceIndex={2}, LevelId={3}.",
_currentRunState.RunId,
nextNode.NodeType,
nextNode.SequenceIndex,
nextNode.LinkedLevelId);
case ProcedureMainRunAdvanceResult.NoChange:
return;
case ProcedureMainRunAdvanceResult.NodeFailed:
Log.Info(
"ProcedureMain current node failed. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
_currentRunState?.RunId,
_currentRunState?.CurrentNode?.NodeId ?? 0,
_currentRunState?.CurrentNode?.NodeType ?? RunNodeType.None,
_currentRunState?.CurrentNode?.SequenceIndex ?? -1);
EnterHubFlow();
return;
case ProcedureMainRunAdvanceResult.AdvancedToNextNode:
LogNextNode();
EnterHubFlow();
return;
case ProcedureMainRunAdvanceResult.RunCompleted:
EnterRunCompletedPendingFinish();
return;
default:
return;
}
}
@@ -262,11 +302,48 @@ namespace GeometryTD.Procedure
GameEntry.PlayerInventory.GetParticipantTowerSnapshot().Count > 0;
}
private void OpenHubUI()
private void EnterHubFlow()
{
_flowPhase = ProcedureMainFlowPhase.Hub;
_nodeMapFormUseCase?.SetRunState(_currentRunState);
GameEntry.UIRouter.OpenUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
}
private void EnterNodeFlow()
{
_flowPhase = ProcedureMainFlowPhase.NodeActive;
CloseHubUI();
}
private void EnterRunCompletedPendingFinish()
{
_flowPhase = ProcedureMainFlowPhase.RunCompletedPendingFinish;
_nodeMapFormUseCase?.SetRunState(_currentRunState);
CloseHubUI();
Log.Info("ProcedureMain run completed. RunId={0}", _currentRunState?.RunId);
}
private void CloseHubUI()
{
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
}
private void LogNextNode()
{
RunNodeState nextNode = _currentRunState?.CurrentNode;
if (nextNode == null)
{
return;
}
Log.Info(
"ProcedureMain advanced run. RunId={0}, NextNodeType={1}, SequenceIndex={2}, LevelId={3}.",
_currentRunState.RunId,
nextNode.NodeType,
nextNode.SequenceIndex,
nextNode.LinkedLevelId);
}
}
}
}
@@ -1,204 +0,0 @@
using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.Definition;
using GeometryTD.Procedure;
using NUnit.Framework;
namespace GeometryTD.Tests.Editor
{
public sealed class RunStateTests
{
[Test]
public void Factory_Creates_RunState_With_First_Node_Available()
{
BackpackInventoryData sourceInventory = new BackpackInventoryData
{
Gold = 120
};
sourceInventory.ParticipantTowerInstanceIds.Add(11);
RunState runState = RunStateFactory.Create(
LevelThemeType.Plain,
sourceInventory,
new List<RunNodeSeed>
{
new RunNodeSeed { NodeType = RunNodeType.Combat, LinkedLevelId = 1 },
new RunNodeSeed { NodeType = RunNodeType.Event },
new RunNodeSeed { NodeType = RunNodeType.BossCombat, LinkedLevelId = 4 }
},
"run-test");
Assert.That(runState.RunId, Is.EqualTo("run-test"));
Assert.That(runState.ThemeType, Is.EqualTo(LevelThemeType.Plain));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
Assert.That(runState.IsCompleted, Is.False);
Assert.That(runState.Nodes.Count, Is.EqualTo(3));
Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Available));
Assert.That(runState.Nodes[1].Status, Is.EqualTo(RunNodeStatus.Locked));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(120));
sourceInventory.Gold = 1;
sourceInventory.ParticipantTowerInstanceIds[0] = 99;
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(120));
Assert.That(runState.RunInventorySnapshot.ParticipantTowerInstanceIds[0], Is.EqualTo(11));
}
[Test]
public void AdvanceService_Completes_Run_And_Unlocks_Next_Node()
{
RunState runState = RunStateFactory.Create(
LevelThemeType.Plain,
new BackpackInventoryData { Gold = 50 },
new[]
{
new RunNodeSeed { NodeId = 101, NodeType = RunNodeType.Combat, LinkedLevelId = 1 },
new RunNodeSeed { NodeId = 102, NodeType = RunNodeType.Shop },
new RunNodeSeed { NodeId = 103, NodeType = RunNodeType.BossCombat, LinkedLevelId = 4 }
});
bool firstCompleted = RunStateAdvanceService.TryCompleteCurrentNode(
runState,
true,
new BackpackInventoryData { Gold = 80 });
Assert.That(firstCompleted, Is.True);
Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Completed));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(1));
Assert.That(runState.Nodes[1].Status, Is.EqualTo(RunNodeStatus.Available));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(80));
RunStateAdvanceService.TryCompleteCurrentNode(runState, true, new BackpackInventoryData { Gold = 95 });
RunStateAdvanceService.TryCompleteCurrentNode(runState, true, new BackpackInventoryData { Gold = 130 });
Assert.That(runState.IsCompleted, Is.True);
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(3));
Assert.That(runState.CompletedNodeCount, Is.EqualTo(3));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(130));
}
[Test]
public void AdvanceService_Failure_Marks_Current_Node_Failed_Without_Completing_Run()
{
RunState runState = RunStateFactory.Create(
LevelThemeType.Plain,
new BackpackInventoryData { Gold = 20 },
new[]
{
new RunNodeSeed { NodeType = RunNodeType.Combat }
});
bool result = RunStateAdvanceService.TryCompleteCurrentNode(
runState,
false,
new BackpackInventoryData { Gold = 5 });
Assert.That(result, Is.True);
Assert.That(runState.IsCompleted, Is.False);
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
Assert.That(runState.CurrentNode.Status, Is.EqualTo(RunNodeStatus.Failed));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(5));
}
[Test]
public void NodeCompleteEventArgs_Clones_Inventory_And_Clears_State()
{
BackpackInventoryData inventory = new BackpackInventoryData { Gold = 66 };
NodeCompleteEventArgs eventArgs = NodeCompleteEventArgs.Create(
"run-1",
7,
RunNodeType.Shop,
3,
true,
inventory);
inventory.Gold = 1;
Assert.That(eventArgs.RunId, Is.EqualTo("run-1"));
Assert.That(eventArgs.NodeId, Is.EqualTo(7));
Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.Shop));
Assert.That(eventArgs.SequenceIndex, Is.EqualTo(3));
Assert.That(eventArgs.Succeeded, Is.True);
Assert.That(eventArgs.InventorySnapshotAfterNode.Gold, Is.EqualTo(66));
eventArgs.Clear();
Assert.That(eventArgs.RunId, Is.Null);
Assert.That(eventArgs.NodeId, Is.EqualTo(0));
Assert.That(eventArgs.NodeType, Is.EqualTo(RunNodeType.None));
Assert.That(eventArgs.SequenceIndex, Is.EqualTo(-1));
Assert.That(eventArgs.Succeeded, Is.False);
Assert.That(eventArgs.InventorySnapshotAfterNode, Is.Null);
}
[Test]
public void FixedRunNodeSequenceBuilder_Builds_Plain_Ten_Node_Sequence()
{
IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Plain);
Assert.That(nodeSeeds, Is.Not.Null);
Assert.That(nodeSeeds.Count, Is.EqualTo(10));
Assert.That(nodeSeeds[0].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[1].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[2].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[3].NodeType, Is.EqualTo(RunNodeType.Shop));
Assert.That(nodeSeeds[4].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[5].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[6].NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(nodeSeeds[7].NodeType, Is.EqualTo(RunNodeType.Shop));
Assert.That(nodeSeeds[8].NodeType, Is.EqualTo(RunNodeType.Event));
Assert.That(nodeSeeds[9].NodeType, Is.EqualTo(RunNodeType.BossCombat));
Assert.That(nodeSeeds[0].LinkedLevelId, Is.EqualTo(1));
Assert.That(nodeSeeds[2].LinkedLevelId, Is.EqualTo(2));
Assert.That(nodeSeeds[4].LinkedLevelId, Is.EqualTo(3));
Assert.That(nodeSeeds[6].LinkedLevelId, Is.EqualTo(1));
Assert.That(nodeSeeds[9].LinkedLevelId, Is.EqualTo(4));
Assert.That(nodeSeeds[1].LinkedLevelId, Is.EqualTo(0));
Assert.That(nodeSeeds[3].LinkedLevelId, Is.EqualTo(0));
}
[Test]
public void FixedRunNodeSequenceBuilder_Returns_Empty_For_Unsupported_Theme()
{
IReadOnlyList<RunNodeSeed> nodeSeeds = FixedRunNodeSequenceBuilder.Build(LevelThemeType.Volcano);
Assert.That(nodeSeeds, Is.Not.Null);
Assert.That(nodeSeeds.Count, Is.EqualTo(0));
}
[Test]
public void CreateFixedRun_Creates_Ten_Node_Run_And_Completes_After_Ten_Advances()
{
RunState runState = RunStateFactory.CreateFixedRun(
LevelThemeType.Plain,
new BackpackInventoryData { Gold = 100 },
"fixed-run");
Assert.That(runState.RunId, Is.EqualTo("fixed-run"));
Assert.That(runState.NodeCount, Is.EqualTo(10));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(0));
Assert.That(runState.CurrentNode.NodeType, Is.EqualTo(RunNodeType.Combat));
Assert.That(runState.Nodes[0].Status, Is.EqualTo(RunNodeStatus.Available));
Assert.That(runState.Nodes[9].Status, Is.EqualTo(RunNodeStatus.Locked));
Assert.That(runState.GetNodeBySequenceIndex(9), Is.Not.Null);
Assert.That(RunState.IsBossNode(runState.GetNodeBySequenceIndex(9)), Is.True);
for (int i = 0; i < runState.NodeCount; i++)
{
bool advanced = RunStateAdvanceService.TryCompleteCurrentNode(
runState,
true,
new BackpackInventoryData { Gold = 100 + i });
Assert.That(advanced, Is.True);
}
Assert.That(runState.IsCompleted, Is.True);
Assert.That(runState.CompletedNodeCount, Is.EqualTo(10));
Assert.That(runState.CurrentNodeIndex, Is.EqualTo(10));
Assert.That(runState.RunInventorySnapshot.Gold, Is.EqualTo(109));
}
}
}
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