添加“奖励 3 选 1”UI

- RewardSelectForm:其中包括 3 个可选的 RewardItem ,刷新和放弃按钮
- 应用战斗节点基地生命产生的额外事件
This commit is contained in:
SepComet
2026-03-02 21:42:27 +08:00
parent daba9cbdf9
commit 3e52a4df55
52 changed files with 4495 additions and 133 deletions
@@ -66,6 +66,18 @@ namespace GeometryTD.CustomComponent
GameEntry.CombatNode?.ApplyEnemyDropReward(coin, gold);
}
public void AddSettlementGold(int gainedGold)
{
int gold = Mathf.Max(0, gainedGold);
if (gold <= 0)
{
return;
}
GainedGold += gold;
_rewardInventory.Gold += gold;
}
public bool TryRollOutGameItemDrop(int displayPhaseIndex, LevelThemeType themeType)
{
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
@@ -75,12 +87,7 @@ namespace GeometryTD.CustomComponent
return false;
}
if (!TryPickDropPoolRow(phaseIndex, themeType, out DROutGameDropPool selectedRow))
{
return false;
}
if (!TryBuildDropItem(selectedRow, out TowerCompItemData droppedItem))
if (!TryRollOutGameItem(phaseIndex, themeType, out TowerCompItemData droppedItem))
{
return false;
}
@@ -106,6 +113,71 @@ namespace GeometryTD.CustomComponent
return false;
}
public bool TryRollOutGameItem(int displayPhaseIndex, LevelThemeType themeType, out TowerCompItemData droppedItem)
{
droppedItem = null;
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
if (!TryPickDropPoolRow(phaseIndex, themeType, out DROutGameDropPool selectedRow))
{
return false;
}
return TryBuildDropItem(selectedRow, out droppedItem);
}
public IReadOnlyList<TowerCompItemData> RollSettlementRewardCandidates(
int displayPhaseIndex,
LevelThemeType themeType,
int candidateCount)
{
int resolvedCount = Mathf.Max(0, candidateCount);
if (resolvedCount <= 0)
{
return Array.Empty<TowerCompItemData>();
}
List<TowerCompItemData> candidates = new List<TowerCompItemData>(resolvedCount);
HashSet<int> selectedPoolRowIds = new HashSet<int>();
int maxAttempts = Mathf.Max(resolvedCount * 6, resolvedCount);
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
int attempts = 0;
while (candidates.Count < resolvedCount && attempts < maxAttempts)
{
attempts++;
if (!TryPickDropPoolRow(phaseIndex, themeType, out DROutGameDropPool selectedRow) || selectedRow == null)
{
break;
}
if (!selectedPoolRowIds.Add(selectedRow.Id))
{
continue;
}
if (!TryBuildDropItem(selectedRow, out TowerCompItemData droppedItem) || droppedItem == null)
{
continue;
}
candidates.Add(droppedItem);
}
attempts = 0;
while (candidates.Count < resolvedCount && attempts < maxAttempts)
{
attempts++;
if (!TryRollOutGameItem(phaseIndex, themeType, out TowerCompItemData droppedItem) || droppedItem == null)
{
break;
}
candidates.Add(droppedItem);
}
return candidates;
}
private bool TryPickDropPoolRow(int displayPhaseIndex, LevelThemeType themeType, out DROutGameDropPool selectedRow)
{
selectedRow = null;
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
@@ -11,6 +12,13 @@ namespace GeometryTD.CustomComponent
{
public class CombatScheduler
{
private const int RewardSelectDisplayCount = 3;
private const float FullBaseHpGoldBonusRate = 0.3f;
private const float HighBaseHpGoldBonusRate = 0.1f;
private const float HighBaseHpThreshold = 0.8f;
private const float MidBaseHpThreshold = 0.5f;
private const float LowBaseHpTowerEndurancePenalty = 10f;
private enum SchedulerState : byte
{
Idle = 0,
@@ -32,9 +40,14 @@ namespace GeometryTD.CustomComponent
private EntityComponent _entity;
private DRLevel _currentLevel;
private CombatFinishFormUseCase _combatFinishFormUseCase;
private RewardSelectFormUseCase _rewardSelectFormUseCase;
private SchedulerState _state = SchedulerState.Idle;
private bool _initialized;
private bool _isFinishAsVictory = true;
private int _pendingFinishDefeatedEnemyCount;
private int _pendingFinishGainedGold;
private BackpackInventoryData _pendingFinishRewardInventory;
private bool _hasPendingFinishSettlement;
public bool IsRunning => _state == SchedulerState.WaitingForLoading || _state == SchedulerState.RunningPhase;
public bool IsCompleted => _state == SchedulerState.Completed;
@@ -63,6 +76,7 @@ namespace GeometryTD.CustomComponent
_enemyManager.OnInit(this);
_loadSession.OnInit(_entity);
EnsureCombatFinishFormUseCaseBound();
EnsureRewardSelectFormUseCaseBound();
_initialized = true;
}
@@ -86,6 +100,7 @@ namespace GeometryTD.CustomComponent
CleanupAllCombatEntities();
CloseCombatFinishForm();
CloseRewardSelectForm();
_enemyManager.EndPhase();
_enemyManager.ResetCombatStats();
ResetRuntime();
@@ -156,10 +171,12 @@ namespace GeometryTD.CustomComponent
CleanupAllCombatEntities();
CloseCombatFinishForm();
CloseRewardSelectForm();
_enemyManager.OnDestroy();
ResetRuntime();
_eventBridge.Unbind();
_combatFinishFormUseCase = null;
_rewardSelectFormUseCase = null;
_entity = null;
_initialized = false;
@@ -244,8 +261,6 @@ namespace GeometryTD.CustomComponent
private void EnterFinishFlow(string reason, bool isVictory)
{
int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
BackpackInventoryData rewardInventory = _combatResourceManager.GetRewardInventorySnapshot();
GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
// Step 1: stop runtime and clear enemy entities only.
_enemyManager.EndPhase();
@@ -253,12 +268,21 @@ namespace GeometryTD.CustomComponent
_isFinishAsVictory = isVictory;
_enemyManager.CleanupTrackedEnemies();
bool shouldOpenFullBaseHpRewardSelect = false;
ApplySettlementModifierByBaseHp(isVictory, out shouldOpenFullBaseHpRewardSelect);
PreparePendingFinishSummary(defeatedEnemyCount);
Log.Info(
"CombatScheduler entered finish flow. Level={0}. Reason={1}",
_currentLevel != null ? _currentLevel.Id : 0,
reason);
OpenCombatFinishForm(defeatedEnemyCount, _combatResourceManager.GainedGold, rewardInventory);
if (shouldOpenFullBaseHpRewardSelect && TryOpenFullBaseHpRewardSelect())
{
return;
}
CommitPendingSettlementAndOpenFinishForm();
}
public void OnEnemyReachedBase(int baseDamage)
@@ -296,6 +320,7 @@ namespace GeometryTD.CustomComponent
_phaseLoopRuntime.Reset();
_loadSession.Reset();
_combatResourceManager.Reset();
ClearPendingFinishContext();
_currentLevel = null;
_isFinishAsVictory = true;
_state = SchedulerState.Idle;
@@ -314,6 +339,12 @@ namespace GeometryTD.CustomComponent
GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatFinishForm, _combatFinishFormUseCase);
}
private void EnsureRewardSelectFormUseCaseBound()
{
_rewardSelectFormUseCase ??= new RewardSelectFormUseCase();
GameEntry.UIRouter.BindUIUseCase(UIFormType.RewardSelectForm, _rewardSelectFormUseCase);
}
private void OpenCombatFinishForm(int defeatedEnemyCount, int gainedGold, BackpackInventoryData rewardInventory)
{
EnsureCombatFinishFormUseCaseBound();
@@ -324,6 +355,264 @@ namespace GeometryTD.CustomComponent
GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
}
private void PreparePendingFinishSummary(int defeatedEnemyCount)
{
_pendingFinishDefeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount);
_pendingFinishGainedGold = Mathf.Max(0, _combatResourceManager.GainedGold);
_pendingFinishRewardInventory = _combatResourceManager.GetRewardInventorySnapshot();
_hasPendingFinishSettlement = true;
}
private void CommitPendingSettlementAndOpenFinishForm()
{
if (!_hasPendingFinishSettlement)
{
return;
}
BackpackInventoryData rewardInventory = _pendingFinishRewardInventory ?? new BackpackInventoryData();
int defeatedEnemyCount = _pendingFinishDefeatedEnemyCount;
int gainedGold = _pendingFinishGainedGold;
GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
OpenCombatFinishForm(defeatedEnemyCount, gainedGold, rewardInventory);
ClearPendingFinishContext();
}
private void ClearPendingFinishContext()
{
_pendingFinishDefeatedEnemyCount = 0;
_pendingFinishGainedGold = 0;
_pendingFinishRewardInventory = null;
_hasPendingFinishSettlement = false;
}
private void ApplySettlementModifierByBaseHp(bool isVictory, out bool shouldOpenFullBaseHpRewardSelect)
{
shouldOpenFullBaseHpRewardSelect = false;
if (!isVictory)
{
return;
}
int levelRewardGold = _currentLevel != null ? Mathf.Max(0, _currentLevel.RewardGold) : 0;
int currentBaseHp = 0;
int maxBaseHp = 0;
float bonusRate = 0f;
bool appliedLowBaseHpPenalty = false;
ResolveBaseHpSnapshot(out currentBaseHp, out maxBaseHp);
if (maxBaseHp > 0 && currentBaseHp >= maxBaseHp)
{
bonusRate = FullBaseHpGoldBonusRate;
shouldOpenFullBaseHpRewardSelect = true;
}
else if (maxBaseHp > 0)
{
float hpRate = (float)Mathf.Clamp(currentBaseHp, 0, maxBaseHp) / maxBaseHp;
if (hpRate >= HighBaseHpThreshold)
{
bonusRate = HighBaseHpGoldBonusRate;
}
else if (hpRate < MidBaseHpThreshold)
{
appliedLowBaseHpPenalty = ApplyLowBaseHpPenalty();
}
}
int goldForBonusCalculation = Mathf.Max(0, _combatResourceManager.GainedGold) + levelRewardGold;
int bonusGold = bonusRate > 0f ? Mathf.FloorToInt(goldForBonusCalculation * bonusRate) : 0;
int settlementGold = levelRewardGold + bonusGold;
_combatResourceManager.AddSettlementGold(settlementGold);
Log.Info(
"Combat settlement resolved. BaseHp={0}/{1}, LevelReward={2}, BonusRate={3:P0}, BonusGold={4}, FullHpRewardSelect={5}, LowHpPenalty={6}.",
currentBaseHp,
maxBaseHp,
levelRewardGold,
bonusRate,
bonusGold,
shouldOpenFullBaseHpRewardSelect,
appliedLowBaseHpPenalty);
}
private void ResolveBaseHpSnapshot(out int currentBaseHp, out int maxBaseHp)
{
currentBaseHp = 0;
maxBaseHp = _currentLevel != null ? Mathf.Max(0, _currentLevel.BaseHp) : 0;
CombatNodeComponent combatNode = GameEntry.CombatNode;
if (combatNode != null)
{
currentBaseHp = Mathf.Max(0, combatNode.CurrentBaseHp);
if (maxBaseHp <= 0 && combatNode.CurrentLevel != null)
{
maxBaseHp = Mathf.Max(0, combatNode.CurrentLevel.BaseHp);
}
}
if (maxBaseHp > 0)
{
currentBaseHp = Mathf.Clamp(currentBaseHp, 0, maxBaseHp);
}
}
private bool ApplyLowBaseHpPenalty()
{
PlayerInventoryComponent inventory = GameEntry.PlayerInventory;
if (inventory == null)
{
return false;
}
int affectedTowerCount = inventory.ReduceAllTowerEndurance(LowBaseHpTowerEndurancePenalty);
return affectedTowerCount > 0;
}
private bool TryOpenFullBaseHpRewardSelect()
{
IReadOnlyList<TowerCompItemData> candidateItems = _combatResourceManager.RollSettlementRewardCandidates(
_phaseLoopRuntime.DisplayPhaseIndex,
ResolveCurrentThemeType(),
RewardSelectDisplayCount);
if (candidateItems == null || candidateItems.Count <= 0)
{
return false;
}
List<RewardSelectItemRawData> rewardPool = new List<RewardSelectItemRawData>(candidateItems.Count);
for (int i = 0; i < candidateItems.Count; i++)
{
TowerCompItemData item = candidateItems[i];
if (item == null)
{
continue;
}
rewardPool.Add(BuildRewardSelectRawData(item));
}
if (rewardPool.Count <= 0)
{
return false;
}
EnsureRewardSelectFormUseCaseBound();
_rewardSelectFormUseCase.SetCallbacks(OnFullBaseHpRewardSelected, OnFullBaseHpRewardGiveUp);
_rewardSelectFormUseCase.ConfigureRewardPool(
rewardPool,
displayCount: RewardSelectDisplayCount,
refreshCost: 0,
allowRefreshOnce: false,
allowGiveUp: false,
tipText: "基地满血奖励:请选择 1 个组件");
RewardSelectFormRawData rawData = _rewardSelectFormUseCase.CreateInitialModel();
if (rawData == null || rawData.RewardItems == null || rawData.RewardItems.Length <= 0)
{
return false;
}
GameEntry.UIRouter.OpenUI(UIFormType.RewardSelectForm, rawData);
return true;
}
private void OnFullBaseHpRewardSelected(RewardSelectItemRawData selectedReward)
{
if (_pendingFinishRewardInventory != null && selectedReward?.SourceItem != null)
{
TryAppendRewardComponent(_pendingFinishRewardInventory, selectedReward.SourceItem);
}
CommitPendingSettlementAndOpenFinishForm();
}
private void OnFullBaseHpRewardGiveUp()
{
CommitPendingSettlementAndOpenFinishForm();
}
private static bool TryAppendRewardComponent(BackpackInventoryData rewardInventory, TowerCompItemData selectedItem)
{
if (rewardInventory == null || selectedItem == null)
{
return false;
}
if (selectedItem is MuzzleCompItemData muzzleComp)
{
rewardInventory.MuzzleComponents.Add(muzzleComp);
return true;
}
if (selectedItem is BearingCompItemData bearingComp)
{
rewardInventory.BearingComponents.Add(bearingComp);
return true;
}
if (selectedItem is BaseCompItemData baseComp)
{
rewardInventory.BaseComponents.Add(baseComp);
return true;
}
return false;
}
private static RewardSelectItemRawData BuildRewardSelectRawData(TowerCompItemData item)
{
return new RewardSelectItemRawData
{
RewardId = item.InstanceId,
SlotType = item.SlotType,
Title = item.Name,
TypeText = BuildRewardTypeText(item.SlotType),
Description = BuildRewardDescription(item),
Rarity = item.Rarity,
Tags = item.Tags != null ? (TagType[])item.Tags.Clone() : Array.Empty<TagType>(),
Icon = null,
IsSelectable = true,
SourceItem = item
};
}
private static string BuildRewardTypeText(TowerCompSlotType slotType)
{
return slotType switch
{
TowerCompSlotType.Muzzle => "Muzzle Component",
TowerCompSlotType.Bearing => "Bearing Component",
TowerCompSlotType.Base => "Base Component",
TowerCompSlotType.Accessory => "Accessory",
_ => "Component"
};
}
private static string BuildRewardDescription(TowerCompItemData item)
{
if (item is MuzzleCompItemData muzzle)
{
int damage = muzzle.AttackDamage != null && muzzle.AttackDamage.Length > 0 ? muzzle.AttackDamage[0] : 0;
return $"Damage: {damage}, Spread: {muzzle.DamageRandomRate:P0}";
}
if (item is BearingCompItemData bearing)
{
float range = bearing.AttackRange != null && bearing.AttackRange.Length > 0 ? bearing.AttackRange[0] : 0f;
float rotateSpeed = bearing.RotateSpeed != null && bearing.RotateSpeed.Length > 0 ? bearing.RotateSpeed[0] : 0f;
return $"Range: {range:0.##}, Rotate Speed: {rotateSpeed:0.##}";
}
if (item is BaseCompItemData baseComp)
{
float attackSpeed = baseComp.AttackSpeed != null && baseComp.AttackSpeed.Length > 0 ? baseComp.AttackSpeed[0] : 0f;
return $"Attack Speed: {attackSpeed:0.##}, Property: {baseComp.AttackPropertyType}";
}
return string.Empty;
}
public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
{
_combatResourceManager.AddEnemyDefeatedReward(gainedCoin, gainedGold);
@@ -358,6 +647,11 @@ namespace GeometryTD.CustomComponent
GameEntry.UIRouter.CloseUI(UIFormType.CombatFinishForm);
}
private void CloseRewardSelectForm()
{
GameEntry.UIRouter.CloseUI(UIFormType.RewardSelectForm);
}
public bool OnCombatFinishReturnRequested()
{
if (_state != SchedulerState.WaitingForFinishReturn)
@@ -368,6 +662,7 @@ namespace GeometryTD.CustomComponent
// Step 2: clear remaining map/UI resources and close finish form.
_loadSession.Cleanup();
CloseCombatFinishForm();
CloseRewardSelectForm();
_state = SchedulerState.Completed;
GameEntry.CombatNode?.OnCombatEndedByScheduler(_isFinishAsVictory);
return true;
@@ -380,6 +675,7 @@ namespace GeometryTD.CustomComponent
_enemyManager.EndPhase();
CleanupAllCombatEntities();
CloseCombatFinishForm();
CloseRewardSelectForm();
ResetRuntime();
return false;
}
@@ -397,6 +693,7 @@ namespace GeometryTD.CustomComponent
_enemyManager.EndPhase();
CleanupAllCombatEntities();
CloseCombatFinishForm();
CloseRewardSelectForm();
GameEntry.CombatNode?.OnCombatEndedByScheduler(false);
}
@@ -1,7 +1,6 @@
using System.Collections.Generic;
using GameFramework.Event;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using UnityEngine;