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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using GeometryTD.Definition;
namespace GeometryTD.UI
{
public class CombatFinishFormRawData
{
public int DefeatedEnemyCount;
public int GainedGold;
public BackpackInventoryData RewardInventory;
public bool CanReturn;
}
}
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@@ -0,0 +1,9 @@
namespace GeometryTD.UI
{
public enum CombatSelectClickObjectType : byte
{
None = 0,
Foundation = 1,
Tower = 2
}
}
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@@ -0,0 +1,9 @@
namespace GeometryTD.UI
{
public enum CombatSelectDisplayMode : byte
{
Hidden = 0,
Build = 1,
Func = 2
}
}
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@@ -0,0 +1,14 @@
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatSelectFormRawData
{
public bool IsVisible;
public Vector2 ContentPosition;
public CombatSelectDisplayMode DisplayMode;
public TowerSelectItemRawData[] BuildItems;
public TowerSelectItemRawData UpgradeItem;
public TowerSelectItemRawData DestroyItem;
}
}
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using UnityEngine;
namespace GeometryTD.UI
{
public class CombatSelectFormUserData
{
public CombatSelectClickObjectType ClickObjectType;
public Vector2 ContentPosition;
public Vector3 WorldPosition;
public Vector3Int CellPosition;
public int TowerEntityId;
public int UpgradeCost;
public int DestroyGain;
}
}
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@@ -0,0 +1,15 @@
using UnityEngine;
namespace GeometryTD.UI
{
public class TowerSelectItemRawData
{
public Sprite Icon;
public int Price;
public bool IsGain;
public bool IsVisible;
public bool IsInteractable;
public CombatSelectActionType ActionType;
public int ActionIndex;
}
}
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