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)
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using GameFramework;
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using GameFramework.Event;
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namespace GeometryTD.CustomEvent
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{
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public class CombatFinishReturnEventArgs : GameEventArgs
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{
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public static int EventId => typeof(CombatFinishReturnEventArgs).GetHashCode();
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public override int Id => EventId;
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public static CombatFinishReturnEventArgs Create()
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{
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return ReferencePool.Acquire<CombatFinishReturnEventArgs>();
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}
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public override void Clear()
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{
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}
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}
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}
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using GameFramework;
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using GameFramework.Event;
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using GeometryTD.UI;
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namespace GeometryTD.CustomEvent
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{
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public class CombatSelectItemClickEventArgs : GameEventArgs
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{
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public static int EventId => typeof(CombatSelectItemClickEventArgs).GetHashCode();
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public override int Id => EventId;
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public CombatSelectActionType ActionType { get; private set; } = CombatSelectActionType.None;
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public int ActionIndex { get; private set; } = -1;
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public static CombatSelectItemClickEventArgs Create(CombatSelectActionType actionType, int actionIndex)
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{
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CombatSelectItemClickEventArgs args = ReferencePool.Acquire<CombatSelectItemClickEventArgs>();
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args.ActionType = actionType;
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args.ActionIndex = actionIndex;
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return args;
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}
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public override void Clear()
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{
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ActionType = CombatSelectActionType.None;
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ActionIndex = -1;
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}
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}
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}
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