补充事件参数 + 完善 UI 设计

- 事件节点在 EventNodeComponent.cs 的 StartEvent/EndEvent 会携带 runId/nodeId/nodeType/sequenceIndex
- 商店节点在 ShopNodeComponent.cs 也会带同一套字段
- 战斗节点通过 CombatNodeComponent.cs 把上下文传进 CombatScheduler,再由 CombatRunningPhaseState.cs 发 NodeEnterEventArgs、由   CombatSchedulerFlowCoordinator.cs 发 NodeCompleteEventArgs
- NodeCompleteEventArgs.cs 现在新增了 SequenceIndex
- 各种 UI 的覆盖问题
This commit is contained in:
SepComet
2026-03-08 11:51:00 +08:00
parent 5c6f9bf3a4
commit 47ed27bebb
16 changed files with 277 additions and 52 deletions
@@ -3,6 +3,7 @@ using GameFramework.DataTable;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -174,7 +175,12 @@ namespace GeometryTD.CustomComponent
EnsureCombatRuntimeInitialized();
}
public void StartCombat(int levelId = 0)
public void StartCombat(
int levelId = 0,
string runId = null,
int nodeId = 0,
RunNodeType nodeType = RunNodeType.None,
int sequenceIndex = -1)
{
if (!EnsureCombatRuntimeInitialized())
{
@@ -221,7 +227,14 @@ namespace GeometryTD.CustomComponent
LastDefeatedEnemyCount = 0;
LastGainedCoin = 0;
LastGainedGold = 0;
if (!_combatScheduler.Start(selectedLevel, phaseList, _selectedSpawnEntriesByPhaseId))
if (!_combatScheduler.Start(
selectedLevel,
phaseList,
_selectedSpawnEntriesByPhaseId,
runId,
nodeId,
nodeType,
sequenceIndex))
{
CurrentLevel = null;
return;
@@ -4,6 +4,7 @@ using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
using GeometryTD.Procedure;
using GeometryTD.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -67,7 +68,11 @@ namespace GeometryTD.CustomComponent
public bool Start(
DRLevel level,
IReadOnlyList<DRLevelPhase> phases,
IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId,
string runId = null,
int nodeId = 0,
RunNodeType nodeType = RunNodeType.None,
int sequenceIndex = -1)
{
if (!_initialized || _context.Entity == null)
{
@@ -89,6 +94,10 @@ namespace GeometryTD.CustomComponent
_context.IsFinishAsVictory = true;
_context.CurrentLevel = level;
_context.RunId = runId;
_context.NodeId = nodeId;
_context.NodeType = nodeType;
_context.SequenceIndex = sequenceIndex;
_context.CombatInRunResourceManager.InitializeForCombat(level);
for (int i = 0; i < phases.Count; i++)
{
@@ -2,6 +2,7 @@ using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Procedure;
using GeometryTD.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -55,6 +56,10 @@ namespace GeometryTD.CustomComponent
_context.IsFinishAsVictory = true;
_context.IsCompleted = false;
_context.NodeEnterFired = false;
_context.RunId = null;
_context.NodeId = 0;
_context.NodeType = RunNodeType.None;
_context.SequenceIndex = -1;
}
public void CleanupAllCombatEntities()
@@ -196,7 +201,15 @@ namespace GeometryTD.CustomComponent
public void CompleteNormalCombatAndNotify(bool succeeded)
{
CompleteCombat(succeeded);
GameEntry.Event.Fire(this, NodeCompleteEventArgs.Create());
GameEntry.Event.Fire(
this,
NodeCompleteEventArgs.Create(
_context.RunId,
_context.NodeId,
_context.NodeType,
_context.SequenceIndex,
succeeded,
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null));
}
public void CompleteFailureCombatAndNotify()
@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using GeometryTD.DataTable;
using GeometryTD.Entity;
using GeometryTD.Procedure;
using GeometryTD.UI;
using UnityGameFramework.Runtime;
@@ -29,5 +30,9 @@ namespace GeometryTD.CustomComponent
public bool IsCompleted { get; set; }
public bool NodeEnterFired { get; set; }
public CombatSettlementContext SettlementContext { get; set; }
public string RunId { get; set; }
public int NodeId { get; set; }
public RunNodeType NodeType { get; set; }
public int SequenceIndex { get; set; }
}
}
@@ -38,7 +38,13 @@ namespace GeometryTD.CustomComponent
if (!Context.NodeEnterFired)
{
Context.NodeEnterFired = true;
GameEntry.Event.Fire(Flow, NodeEnterEventArgs.Create());
GameEntry.Event.Fire(
Flow,
NodeEnterEventArgs.Create(
Context.RunId,
Context.NodeId,
Context.NodeType,
Context.SequenceIndex));
}
Log.Info(
@@ -3,6 +3,7 @@ using GameFramework.DataTable;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Procedure;
using Newtonsoft.Json.Linq;
using GeometryTD.UI;
using UnityEngine;
@@ -12,6 +13,11 @@ namespace GeometryTD.CustomComponent
{
public class EventNodeComponent : GameFrameworkComponent
{
private string _activeRunId;
private int _activeNodeId;
private RunNodeType _activeNodeType = RunNodeType.None;
private int _activeSequenceIndex = -1;
private readonly List<EventItem> _eventItems = new List<EventItem>();
private EventFormUseCase _eventFormUseCase;
@@ -47,7 +53,7 @@ namespace GeometryTD.CustomComponent
Log.Info("EventNodeComponent initialized with {0} events.", _eventItems.Count);
}
public void StartEvent()
public void StartEvent(string runId = null, int nodeId = 0, RunNodeType nodeType = RunNodeType.None, int sequenceIndex = -1)
{
if (!_initialized)
{
@@ -69,15 +75,36 @@ namespace GeometryTD.CustomComponent
return;
}
_activeRunId = runId;
_activeNodeId = nodeId;
_activeNodeType = nodeType;
_activeSequenceIndex = sequenceIndex;
_eventFormUseCase.SetCurrentEvent(randomEvent);
GameEntry.UIRouter.OpenUI(UIFormType.EventForm);
GameEntry.Event.Fire(this, NodeEnterEventArgs.Create());
GameEntry.Event.Fire(this, NodeEnterEventArgs.Create(runId, nodeId, nodeType, sequenceIndex));
}
public void EndEvent()
{
GameEntry.UIRouter.CloseUI(UIFormType.EventForm);
GameEntry.Event.Fire(this, NodeCompleteEventArgs.Create());
GameEntry.Event.Fire(
this,
NodeCompleteEventArgs.Create(
_activeRunId,
_activeNodeId,
_activeNodeType,
_activeSequenceIndex,
true,
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null));
ClearActiveNodeContext();
}
private void ClearActiveNodeContext()
{
_activeRunId = null;
_activeNodeId = 0;
_activeNodeType = RunNodeType.None;
_activeSequenceIndex = -1;
}
private static EventOption[] ParseOptions(string optionsRaw)
@@ -2,11 +2,17 @@ using GeometryTD.UI;
using UnityGameFramework.Runtime;
using GeometryTD.CustomEvent;
using GeometryTD.Definition;
using GeometryTD.Procedure;
namespace GeometryTD.CustomComponent
{
public class ShopNodeComponent : GameFrameworkComponent
{
private string _activeRunId;
private int _activeNodeId;
private RunNodeType _activeNodeType = RunNodeType.None;
private int _activeSequenceIndex = -1;
private ShopFormUseCase _shopFormUseCase;
private bool _initialized;
@@ -22,7 +28,7 @@ namespace GeometryTD.CustomComponent
_initialized = true;
}
public void StartShop()
public void StartShop(string runId = null, int nodeId = 0, RunNodeType nodeType = RunNodeType.None, int sequenceIndex = -1)
{
if (!_initialized)
{
@@ -35,14 +41,35 @@ namespace GeometryTD.CustomComponent
return;
}
_activeRunId = runId;
_activeNodeId = nodeId;
_activeNodeType = nodeType;
_activeSequenceIndex = sequenceIndex;
GameEntry.UIRouter.OpenUI(UIFormType.ShopForm);
GameEntry.Event.Fire(this, NodeEnterEventArgs.Create());
GameEntry.Event.Fire(this, NodeEnterEventArgs.Create(runId, nodeId, nodeType, sequenceIndex));
}
public void EndShop()
{
GameEntry.UIRouter.CloseUI(UIFormType.ShopForm);
GameEntry.Event.Fire(this, NodeCompleteEventArgs.Create());
GameEntry.Event.Fire(
this,
NodeCompleteEventArgs.Create(
_activeRunId,
_activeNodeId,
_activeNodeType,
_activeSequenceIndex,
true,
GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null));
ClearActiveNodeContext();
}
private void ClearActiveNodeContext()
{
_activeRunId = null;
_activeNodeId = 0;
_activeNodeType = RunNodeType.None;
_activeSequenceIndex = -1;
}
}
}
@@ -18,6 +18,8 @@ namespace GeometryTD.CustomEvent
public RunNodeType NodeType { get; private set; }
public int SequenceIndex { get; private set; }
public bool Succeeded { get; private set; }
public BackpackInventoryData InventorySnapshotAfterNode { get; private set; }
@@ -28,13 +30,14 @@ namespace GeometryTD.CustomEvent
public static NodeCompleteEventArgs Create()
{
return Create(null, 0, RunNodeType.None, true, null);
return Create(null, 0, RunNodeType.None, -1, true, null);
}
public static NodeCompleteEventArgs Create(
string runId,
int nodeId,
RunNodeType nodeType,
int sequenceIndex,
bool succeeded,
BackpackInventoryData inventorySnapshotAfterNode)
{
@@ -42,6 +45,7 @@ namespace GeometryTD.CustomEvent
args.RunId = runId;
args.NodeId = nodeId;
args.NodeType = nodeType;
args.SequenceIndex = sequenceIndex;
args.Succeeded = succeeded;
args.InventorySnapshotAfterNode = InventoryCloneUtility.CloneInventory(inventorySnapshotAfterNode);
@@ -53,6 +57,7 @@ namespace GeometryTD.CustomEvent
RunId = null;
NodeId = 0;
NodeType = RunNodeType.None;
SequenceIndex = -1;
Succeeded = false;
InventorySnapshotAfterNode = null;
}
@@ -78,11 +78,45 @@ namespace GeometryTD.Procedure
private void OnNodeEnter(object sender, GameEventArgs e)
{
if (!(e is NodeEnterEventArgs))
if (!(e is NodeEnterEventArgs args))
{
return;
}
if (!string.IsNullOrWhiteSpace(args.RunId) &&
_currentRunState != null &&
!string.Equals(args.RunId, _currentRunState.RunId))
{
Log.Warning(
"ProcedureMain.OnNodeEnter() ignored. EventRunId={0}, CurrentRunId={1}.",
args.RunId,
_currentRunState.RunId);
return;
}
RunNodeState currentNode = _currentRunState?.CurrentNode;
if (currentNode != null &&
((args.NodeId > 0 && args.NodeId != currentNode.NodeId) ||
(args.NodeType != RunNodeType.None && args.NodeType != currentNode.NodeType) ||
(args.SequenceIndex >= 0 && args.SequenceIndex != currentNode.SequenceIndex)))
{
Log.Warning(
"ProcedureMain.OnNodeEnter() node mismatch. EventNodeId={0}, EventNodeType={1}, EventSequenceIndex={2}; CurrentNodeId={3}, CurrentNodeType={4}, CurrentSequenceIndex={5}.",
args.NodeId,
args.NodeType,
args.SequenceIndex,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
}
Log.Info(
"ProcedureMain.OnNodeEnter() accepted. RunId={0}, NodeId={1}, NodeType={2}, SequenceIndex={3}.",
string.IsNullOrWhiteSpace(args.RunId) ? _currentRunState?.RunId : args.RunId,
args.NodeId,
args.NodeType,
args.SequenceIndex);
GameEntry.UIRouter.CloseUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.CloseUI(UIFormType.MainForm);
}
@@ -94,13 +128,24 @@ namespace GeometryTD.Procedure
return;
}
if (!string.IsNullOrWhiteSpace(args.RunId) &&
_currentRunState != null &&
!string.Equals(args.RunId, _currentRunState.RunId))
{
Log.Warning(
"ProcedureMain.OnNodeComplete() ignored. EventRunId={0}, CurrentRunId={1}.",
args.RunId,
_currentRunState.RunId);
return;
}
BackpackInventoryData snapshot = args.InventorySnapshotAfterNode;
if (snapshot == null && GameEntry.PlayerInventory != null)
{
snapshot = GameEntry.PlayerInventory.GetInventorySnapshot();
}
AdvanceRunState(true, snapshot);
AdvanceRunState(args.Succeeded, snapshot);
OpenHubUI();
}
@@ -153,16 +198,30 @@ namespace GeometryTD.Procedure
return;
}
GameEntry.CombatNode.StartCombat(currentNode.LinkedLevelId);
GameEntry.CombatNode.StartCombat(
currentNode.LinkedLevelId,
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
case RunNodeType.Event:
GameEntry.EventNode.StartEvent();
GameEntry.EventNode.StartEvent(
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
case RunNodeType.Shop:
GameEntry.ShopNode.StartShop();
GameEntry.ShopNode.StartShop(
_currentRunState.RunId,
currentNode.NodeId,
currentNode.NodeType,
currentNode.SequenceIndex);
return;
default:
Log.Warning("ProcedureMain.OnNodeMapNodeEnterRequested() encountered unsupported node type: {0}.", currentNode.NodeType);
Log.Warning("ProcedureMain.OnNodeMapNodeEnterRequested() encountered unsupported node type: {0}.",
currentNode.NodeType);
return;
}
}
@@ -206,8 +265,8 @@ namespace GeometryTD.Procedure
private void OpenHubUI()
{
_nodeMapFormUseCase?.SetRunState(_currentRunState);
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
GameEntry.UIRouter.OpenUI(UIFormType.NodeMapForm);
GameEntry.UIRouter.OpenUI(UIFormType.MainForm);
}
}
}
}