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