use new input system

This commit is contained in:
SepComet
2026-04-30 14:52:19 +08:00
parent a38a8d4b39
commit 1422db3b19
4 changed files with 37 additions and 26 deletions
@@ -1,11 +1,9 @@
using System;
using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
using GeometryTD.Procedure;
using GeometryTD.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -95,9 +93,8 @@ namespace GeometryTD.CustomComponent
_runtime.NextDropOrdinal = 0;
_runtime.NextRewardOrdinal = 0;
_runtime.CombatRunResourceStore.InitializeForCombat(level);
for (int i = 0; i < phases.Count; i++)
foreach (var phase in phases)
{
DRLevelPhase phase = phases[i];
if (phase != null)
{
_runtime.PhaseBuffer.Add(phase);
@@ -115,7 +112,8 @@ namespace GeometryTD.CustomComponent
_runtime.PhaseLoopRuntime.SetPhases(_runtime.PhaseBuffer);
if (_runtime.PhaseLoopRuntime.PhaseCount <= 0)
{
return _coordinator.HandleStartFailure($"CombatScheduler start failed. Level '{level.Id}' has no phase data.");
return _coordinator.HandleStartFailure(
$"CombatScheduler start failed. Level '{level.Id}' has no phase data.");
}
ChangeState(new CombatLoadingState(_runtime, _coordinator));
@@ -325,6 +323,5 @@ namespace GeometryTD.CustomComponent
}
#endregion
}
}
}