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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namespace GeometryTD.UI
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{
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public class CombatFinishFormContext : UIContext
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{
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public string EnemyKilledText;
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public string GoldGainedText;
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public RepoItemContext[] RewardItems;
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public bool CanReturn;
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}
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}
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namespace GeometryTD.UI
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{
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public enum CombatSelectActionType : byte
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{
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None = 0,
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BuildTower = 1,
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UpgradeTower = 2,
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DestroyTower = 3
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}
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}
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using UnityEngine;
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namespace GeometryTD.UI
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{
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public class CombatSelectFormContext : UIContext
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{
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public bool IsVisible;
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public Vector2 ContentPosition;
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public bool ShowBuildArea;
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public bool ShowFuncArea;
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public TowerSelectItemContext[] BuildItems;
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public TowerSelectItemContext UpgradeItem;
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public TowerSelectItemContext DestroyItem;
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}
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}
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using UnityEngine;
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namespace GeometryTD.UI
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{
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public class TowerSelectItemContext : UIContext
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{
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public Sprite Icon;
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public string PriceText;
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public bool IsVisible;
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public bool IsInteractable;
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public CombatSelectActionType ActionType;
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public int ActionIndex;
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}
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}
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