CombatNode 相关逻辑补充

- CombatFinishForm:战斗节点的结算页面(杀死的敌人、获得的金币、获得的道具)
- CombatSelectForm:战斗节点建造防御塔的选择 UI 以及对防御塔进行操作的 UI(只实现了建造逻辑,在 MapEntity 里做射线检测)
- 构建了基本的防御塔三组件(ShooterMuzzleComp/BasicBearingComp/BasicBaseComp)和防御塔主控(DefenseTowerController)以及相应的实体类(DefenseTowerEntity)
This commit is contained in:
SepComet
2026-03-01 23:11:52 +08:00
parent 92cca14503
commit 564817d752
96 changed files with 7294 additions and 121 deletions
@@ -0,0 +1,66 @@
using GeometryTD.Definition;
using UnityEngine;
namespace Components
{
[DisallowMultipleComponent]
public class BasicBaseComp : MonoBehaviour
{
[SerializeField] [Min(0.01f)] private float _attackSpeed = 1f;
[SerializeField] private AttackPropertyType _attackPropertyType = AttackPropertyType.Physics;
private float _cooldownRemaining;
public float AttackSpeed => _attackSpeed;
public AttackPropertyType AttackPropertyType => _attackPropertyType;
public bool CanAttack => _cooldownRemaining <= 0f;
public void OnInit(float attackSpeed, AttackPropertyType attackPropertyType)
{
_attackSpeed = Mathf.Max(0.01f, attackSpeed);
_attackPropertyType = attackPropertyType;
_cooldownRemaining = 0f;
}
public void OnReset()
{
_attackSpeed = 1f;
_attackPropertyType = AttackPropertyType.None;
_cooldownRemaining = 0f;
}
public void Tick(float deltaTime)
{
if (_cooldownRemaining <= 0f)
{
return;
}
_cooldownRemaining = Mathf.Max(0f, _cooldownRemaining - Mathf.Max(0f, deltaTime));
}
public bool TryAttack(BasicBearingComp bearingComp, ShooterMuzzleComp shooterMuzzleComp, Transform target, float deltaTime)
{
if (bearingComp == null || shooterMuzzleComp == null || target == null)
{
return false;
}
Tick(deltaTime);
bool isAligned = bearingComp.TrackTarget(target, deltaTime);
if (!isAligned || !CanAttack)
{
return false;
}
bool fired = shooterMuzzleComp.Attack(target, _attackPropertyType);
if (!fired)
{
return false;
}
_cooldownRemaining = 1f / _attackSpeed;
return true;
}
}
}
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@@ -0,0 +1,111 @@
using UnityEngine;
namespace Components
{
[DisallowMultipleComponent]
public class BasicBearingComp : MonoBehaviour
{
[SerializeField] [Min(1f)] private float _rotateSpeed = 180f;
[SerializeField] [Min(0.1f)] private float _attackRange = 5f;
[SerializeField] [Min(0.1f)] private float _aimToleranceAngle = 2f;
[SerializeField] private Transform _rotateRoot;
[SerializeField] private bool _yawOnly = true;
public float RotateSpeed => _rotateSpeed;
public float AttackRange => _attackRange;
public float AimToleranceAngle => _aimToleranceAngle;
public void OnInit(float rotateSpeed, float attackRange = 5f)
{
_rotateSpeed = Mathf.Max(1f, rotateSpeed);
_attackRange = Mathf.Max(0.1f, attackRange);
}
public void OnReset()
{
_rotateSpeed = 1f;
_attackRange = 5f;
}
public bool IsTargetInRange(Transform target, Transform origin = null)
{
if (target == null)
{
return false;
}
Transform originTransform = origin != null ? origin : transform;
Vector3 delta = target.position - originTransform.position;
return delta.sqrMagnitude <= _attackRange * _attackRange;
}
public bool TrackTarget(Transform target, float deltaTime)
{
if (target == null)
{
return false;
}
Transform rotateRoot = _rotateRoot != null ? _rotateRoot : transform;
Vector3 toTarget = target.position - rotateRoot.position;
if (_yawOnly)
{
toTarget.y = 0f;
}
if (toTarget.sqrMagnitude <= Mathf.Epsilon)
{
return true;
}
Quaternion targetRotation = Quaternion.LookRotation(toTarget.normalized, Vector3.up);
float rotateAngle = _rotateSpeed * Mathf.Max(0f, deltaTime);
rotateRoot.rotation = Quaternion.RotateTowards(rotateRoot.rotation, targetRotation, rotateAngle);
return IsTargetAligned(target);
}
public bool IsTargetAligned(Transform target)
{
if (target == null)
{
return false;
}
Transform rotateRoot = _rotateRoot != null ? _rotateRoot : transform;
Vector3 toTarget = target.position - rotateRoot.position;
if (_yawOnly)
{
toTarget.y = 0f;
}
if (toTarget.sqrMagnitude <= Mathf.Epsilon)
{
return true;
}
float angle = Vector3.Angle(rotateRoot.forward, toTarget.normalized);
return angle <= _aimToleranceAngle;
}
public bool TryAttack(ShooterMuzzleComp shooterMuzzleComp, Transform target, float deltaTime)
{
if (shooterMuzzleComp == null || target == null)
{
return false;
}
if (!IsTargetInRange(target))
{
return false;
}
bool isAligned = TrackTarget(target, deltaTime);
if (!isAligned)
{
return false;
}
return shooterMuzzleComp.Attack(target);
}
}
}
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@@ -0,0 +1,168 @@
using GeometryTD.Definition;
using GeometryTD.Entity;
using UnityEngine;
namespace Components
{
[DisallowMultipleComponent]
public class DefenseTowerController : MonoBehaviour
{
[SerializeField] private ShooterMuzzleComp _muzzleComp;
[SerializeField] private BasicBearingComp _bearingComp;
[SerializeField] private BasicBaseComp _baseComp;
[SerializeField] private Transform _scanOrigin;
[SerializeField] [Min(0.02f)] private float _retargetInterval = 0.1f;
[SerializeField] private bool _autoUpdate = true;
private Transform _currentTarget;
private float _retargetTimer;
public Transform CurrentTarget => _currentTarget;
private void Awake()
{
ResolveComponents();
}
private void Update()
{
if (!_autoUpdate)
{
return;
}
OnUpdate(Time.deltaTime);
}
public void OnInit(DefenseTowerStatsData stats)
{
ResolveComponents();
if (stats == null)
{
return;
}
_muzzleComp?.OnInit(stats.AttackDamage, stats.AttackMethodType);
_bearingComp?.OnInit(stats.RotateSpeed, stats.AttackRange);
_baseComp?.OnInit(stats.AttackSpeed, stats.AttackPropertyType);
_currentTarget = null;
_retargetTimer = 0f;
}
public void OnReset()
{
_currentTarget = null;
_retargetTimer = 0f;
_muzzleComp?.OnReset();
_bearingComp?.OnReset();
_baseComp?.OnReset();
}
public void SetAutoUpdate(bool autoUpdate)
{
_autoUpdate = autoUpdate;
}
public void SetTarget(Transform target)
{
_currentTarget = target;
}
public void ClearTarget()
{
_currentTarget = null;
}
public void OnUpdate(float deltaTime)
{
if (!HasCoreComponents())
{
return;
}
if (!IsTargetValid(_currentTarget) || !_bearingComp.IsTargetInRange(_currentTarget, _scanOrigin))
{
TryRetarget(deltaTime);
}
if (_currentTarget == null)
{
_baseComp.Tick(deltaTime);
return;
}
_baseComp.TryAttack(_bearingComp, _muzzleComp, _currentTarget, deltaTime);
}
private void TryRetarget(float deltaTime)
{
_retargetTimer -= Mathf.Max(0f, deltaTime);
if (_retargetTimer > 0f)
{
return;
}
_retargetTimer = _retargetInterval;
_currentTarget = FindNearestEnemyTarget();
}
private Transform FindNearestEnemyTarget()
{
Vector3 origin = _scanOrigin != null ? _scanOrigin.position : transform.position;
float maxRange = _bearingComp.AttackRange;
float maxRangeSquared = maxRange * maxRange;
EnemyEntity bestEnemy = null;
float bestDistanceSquared = float.MaxValue;
for (int i = 0; i < EnemyEntity.ActiveEnemies.Count; i++)
{
EnemyEntity enemy = EnemyEntity.ActiveEnemies[i];
if (enemy == null || !enemy.isActiveAndEnabled)
{
continue;
}
Transform enemyTransform = enemy.transform;
Vector3 delta = enemyTransform.position - origin;
float distanceSquared = delta.sqrMagnitude;
if (distanceSquared > maxRangeSquared || distanceSquared >= bestDistanceSquared)
{
continue;
}
bestDistanceSquared = distanceSquared;
bestEnemy = enemy;
}
return bestEnemy != null ? bestEnemy.transform : null;
}
private void ResolveComponents()
{
if (_muzzleComp == null)
{
_muzzleComp = GetComponent<ShooterMuzzleComp>();
}
if (_bearingComp == null)
{
_bearingComp = GetComponent<BasicBearingComp>();
}
if (_baseComp == null)
{
_baseComp = GetComponent<BasicBaseComp>();
}
}
private bool HasCoreComponents()
{
return _muzzleComp != null && _bearingComp != null && _baseComp != null;
}
private static bool IsTargetValid(Transform target)
{
return target != null && target.gameObject.activeInHierarchy;
}
}
}
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@@ -0,0 +1,9 @@
using GeometryTD.Definition;
namespace Components
{
public interface IDamageReceiver
{
void TakeDamage(int damage, AttackPropertyType attackPropertyType);
}
}
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@@ -0,0 +1,121 @@
using UnityEngine;
using GeometryTD.Definition;
using GeometryTD.Entity.EntityData;
namespace Components
{
[DisallowMultipleComponent]
public class ShooterBullet : MonoBehaviour
{
[SerializeField] [Min(0.1f)] private float _defaultSpeed = 12f;
[SerializeField] [Min(0.02f)] private float _hitDistance = 0.15f;
[SerializeField] [Min(0.1f)] private float _maxLifetime = 3f;
private Transform _target;
private float _speed;
private int _damage;
private AttackPropertyType _attackPropertyType;
private float _lifetime;
private float _runtimeMaxLifetime;
private bool _isRunning;
private bool _despawnRequested;
public void OnShow(BulletData bulletData)
{
_target = bulletData != null ? bulletData.Target : null;
_damage = bulletData != null ? Mathf.Max(0, bulletData.Damage) : 0;
_attackPropertyType = bulletData != null ? bulletData.AttackPropertyType : AttackPropertyType.None;
_speed = bulletData != null && bulletData.Speed > 0f ? bulletData.Speed : _defaultSpeed;
_runtimeMaxLifetime = bulletData != null && bulletData.MaxLifetime > 0f ? bulletData.MaxLifetime : _maxLifetime;
_lifetime = 0f;
_despawnRequested = false;
_isRunning = _target != null;
if (!_isRunning)
{
_despawnRequested = true;
}
}
public void OnReset()
{
_target = null;
_speed = 0f;
_damage = 0;
_attackPropertyType = AttackPropertyType.None;
_lifetime = 0f;
_runtimeMaxLifetime = _maxLifetime;
_isRunning = false;
_despawnRequested = false;
}
public void Tick(float deltaTime)
{
if (!_isRunning)
{
return;
}
_lifetime += Mathf.Max(0f, deltaTime);
if (_lifetime >= _runtimeMaxLifetime || _target == null)
{
_isRunning = false;
_despawnRequested = true;
return;
}
Vector3 toTarget = _target.position - transform.position;
float hitDistanceSquared = _hitDistance * _hitDistance;
if (toTarget.sqrMagnitude <= hitDistanceSquared)
{
HitTarget();
return;
}
Vector3 forward = toTarget.normalized;
float moveDistance = _speed * Mathf.Max(0f, deltaTime);
if (moveDistance * moveDistance >= toTarget.sqrMagnitude)
{
transform.position = _target.position;
HitTarget();
return;
}
transform.position += forward * moveDistance;
transform.forward = forward;
}
public bool TryConsumeDespawnRequest()
{
if (!_despawnRequested)
{
return false;
}
_despawnRequested = false;
return true;
}
private void HitTarget()
{
if (_target == null)
{
_isRunning = false;
_despawnRequested = true;
return;
}
MonoBehaviour[] components = _target.GetComponentsInParent<MonoBehaviour>();
for (int i = 0; i < components.Length; i++)
{
if (components[i] is IDamageReceiver damageReceiver)
{
damageReceiver.TakeDamage(_damage, _attackPropertyType);
break;
}
}
_isRunning = false;
_despawnRequested = true;
}
}
}
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@@ -0,0 +1,66 @@
using GeometryTD.Definition;
using GeometryTD.Entity.EntityData;
using GeometryTD;
using UnityEngine;
namespace Components
{
[DisallowMultipleComponent]
public class ShooterMuzzleComp : MonoBehaviour
{
[SerializeField] [Min(1f)] private int _attackDamage = 10;
[SerializeField] private AttackMethodType _attackMethodType = AttackMethodType.NormalBullet;
[SerializeField] [Min(1)] private int _bulletTypeId = 501;
[SerializeField] private Transform _muzzlePoint;
[SerializeField] [Min(0.1f)] private float _bulletSpeed = 12f;
public int AttackDamage => _attackDamage;
public AttackMethodType AttackMethodType => _attackMethodType;
public void OnInit(int attackDamage, AttackMethodType attackMethodType = AttackMethodType.NormalBullet, int bulletTypeId = 501)
{
_attackDamage = Mathf.Max(1, attackDamage);
_attackMethodType = attackMethodType;
_bulletTypeId = Mathf.Max(1, bulletTypeId);
}
public void OnReset()
{
_attackDamage = 1;
_attackMethodType = AttackMethodType.None;
_bulletTypeId = 501;
}
public bool Attack(Transform target)
{
return Attack(target, AttackPropertyType.None);
}
public bool Attack(Transform target, AttackPropertyType attackPropertyType)
{
if (_attackMethodType != AttackMethodType.NormalBullet)
{
return false;
}
if (target == null)
{
return false;
}
Transform spawnPoint = _muzzlePoint != null ? _muzzlePoint : transform;
int bulletEntityId = GameEntry.Entity.GenerateSerialId();
BulletData bulletData = new BulletData(
bulletEntityId,
_bulletTypeId,
spawnPoint.position,
spawnPoint.rotation,
target,
_attackDamage,
_bulletSpeed,
attackPropertyType);
GameEntry.Entity.ShowBullet(bulletData);
return true;
}
}
}
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