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 GeometryTD.Definition;
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namespace GeometryTD.UI
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{
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public class CombatFinishFormRawData
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{
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public int DefeatedEnemyCount;
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public int GainedGold;
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public BackpackInventoryData RewardInventory;
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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 CombatSelectClickObjectType : byte
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{
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None = 0,
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Foundation = 1,
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Tower = 2
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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 CombatSelectDisplayMode : byte
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{
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Hidden = 0,
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Build = 1,
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Func = 2
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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 CombatSelectFormRawData
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{
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public bool IsVisible;
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public Vector2 ContentPosition;
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public CombatSelectDisplayMode DisplayMode;
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public TowerSelectItemRawData[] BuildItems;
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public TowerSelectItemRawData UpgradeItem;
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public TowerSelectItemRawData 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 CombatSelectFormUserData
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{
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public CombatSelectClickObjectType ClickObjectType;
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public Vector2 ContentPosition;
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public Vector3 WorldPosition;
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public Vector3Int CellPosition;
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public int TowerEntityId;
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public int UpgradeCost;
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public int DestroyGain;
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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 TowerSelectItemRawData
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{
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public Sprite Icon;
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public int Price;
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public bool IsGain;
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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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