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
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@@ -18,6 +18,8 @@ namespace GeometryTD.CustomEvent
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public RunNodeType NodeType { get; private set; }
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public int SequenceIndex { get; private set; }
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public bool Succeeded { get; private set; }
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public BackpackInventoryData InventorySnapshotAfterNode { get; private set; }
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@@ -28,13 +30,14 @@ namespace GeometryTD.CustomEvent
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public static NodeCompleteEventArgs Create()
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{
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return Create(null, 0, RunNodeType.None, true, null);
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return Create(null, 0, RunNodeType.None, -1, true, null);
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}
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public static NodeCompleteEventArgs Create(
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string runId,
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int nodeId,
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RunNodeType nodeType,
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int sequenceIndex,
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bool succeeded,
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BackpackInventoryData inventorySnapshotAfterNode)
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{
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@@ -42,6 +45,7 @@ namespace GeometryTD.CustomEvent
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args.RunId = runId;
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args.NodeId = nodeId;
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args.NodeType = nodeType;
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args.SequenceIndex = sequenceIndex;
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args.Succeeded = succeeded;
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args.InventorySnapshotAfterNode = InventoryCloneUtility.CloneInventory(inventorySnapshotAfterNode);
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@@ -53,6 +57,7 @@ namespace GeometryTD.CustomEvent
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RunId = null;
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NodeId = 0;
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NodeType = RunNodeType.None;
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SequenceIndex = -1;
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Succeeded = false;
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InventorySnapshotAfterNode = null;
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}
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