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
@@ -0,0 +1,73 @@
using GeometryTD.CustomComponent;
using GeometryTD.Definition;
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatFinishFormUseCase : IUIUseCase
{
private readonly RepoFormUseCase _repoFormUseCase = new RepoFormUseCase();
private CombatScheduler _combatScheduler;
private int _defeatedEnemyCount;
private int _gainedGold;
private BackpackInventoryData _rewardInventory;
private bool _isSummaryPrepared;
public CombatFinishFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatFinishFormRawData TryRefresh()
{
return BuildModel();
}
public void SetSummary(int defeatedEnemyCount, int gainedGold, BackpackInventoryData rewardInventory = null)
{
_defeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount);
_gainedGold = Mathf.Max(0, gainedGold);
_rewardInventory = rewardInventory;
_isSummaryPrepared = true;
}
public CombatFinishFormUseCase(CombatScheduler combatScheduler)
{
this._combatScheduler = combatScheduler;
}
public bool TryReturnToMenu()
{
return _combatScheduler.OnCombatFinishReturnRequested();
}
private CombatFinishFormRawData BuildModel()
{
if (!_isSummaryPrepared)
{
_defeatedEnemyCount = GameEntry.CombatNode != null
? Mathf.Max(0, GameEntry.CombatNode.LastDefeatedEnemyCount)
: 0;
_gainedGold = GameEntry.CombatNode != null
? Mathf.Max(0, GameEntry.CombatNode.LastGainedGold)
: 0;
_rewardInventory = null;
}
BackpackInventoryData rewardInventory = _rewardInventory;
if (rewardInventory == null)
{
RepoFormRawData repoRawData = _repoFormUseCase.CreateInitialModel();
rewardInventory = repoRawData != null ? repoRawData.Inventory : null;
}
return new CombatFinishFormRawData
{
DefeatedEnemyCount = _defeatedEnemyCount,
GainedGold = _gainedGold,
RewardInventory = rewardInventory,
CanReturn = true
};
}
}
}
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@@ -0,0 +1,300 @@
using System;
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatSelectFormUseCase : IUIUseCase
{
private const int BuildOptionCount = 4;
private readonly Option[] _buildOptions = new Option[BuildOptionCount];
private readonly Option _upgradeOption = new Option(CombatSelectActionType.UpgradeTower, 0, true);
private readonly Option _destroyOption = new Option(CombatSelectActionType.DestroyTower, 0, false);
private Func<int> _coinProvider;
private bool _isVisible;
private CombatSelectDisplayMode _displayMode = CombatSelectDisplayMode.Hidden;
private Vector2 _contentPosition;
public CombatSelectFormUseCase()
{
_coinProvider = DefaultCoinProvider;
for (int i = 0; i < BuildOptionCount; i++)
{
_buildOptions[i] = new Option(CombatSelectActionType.BuildTower, i, true);
}
}
public CombatSelectFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatSelectFormRawData TryRefresh()
{
return BuildModel();
}
public void SetCoinProvider(Func<int> coinProvider)
{
_coinProvider = coinProvider ?? DefaultCoinProvider;
}
public void SetBuildAction(int buildIndex, Func<bool> buildAction, int cost, Sprite icon = null)
{
if (buildIndex < 0 || buildIndex >= _buildOptions.Length)
{
return;
}
Option option = _buildOptions[buildIndex];
option.Action = buildAction;
option.Price = Mathf.Max(0, cost);
option.Icon = icon;
option.IsGain = false;
option.IsVisible = true;
}
public void SetBuildAction(int buildIndex, Action buildAction, int cost, Sprite icon = null)
{
if (buildAction == null)
{
SetBuildAction(buildIndex, (Func<bool>)null, cost, icon);
return;
}
SetBuildAction(
buildIndex,
() =>
{
buildAction.Invoke();
return true;
},
cost,
icon);
}
public void SetUpgradeAction(Func<bool> upgradeAction, int cost, Sprite icon = null)
{
_upgradeOption.Action = upgradeAction;
_upgradeOption.Price = Mathf.Max(0, cost);
_upgradeOption.Icon = icon;
_upgradeOption.IsGain = false;
_upgradeOption.IsVisible = true;
}
public void SetUpgradeAction(Action upgradeAction, int cost, Sprite icon = null)
{
if (upgradeAction == null)
{
SetUpgradeAction((Func<bool>)null, cost, icon);
return;
}
SetUpgradeAction(
() =>
{
upgradeAction.Invoke();
return true;
},
cost,
icon);
}
public void SetDestroyAction(Func<bool> destroyAction, int gain, Sprite icon = null)
{
_destroyOption.Action = destroyAction;
_destroyOption.Price = Mathf.Max(0, gain);
_destroyOption.Icon = icon;
_destroyOption.IsGain = true;
_destroyOption.IsVisible = true;
}
public void SetDestroyAction(Action destroyAction, int gain, Sprite icon = null)
{
if (destroyAction == null)
{
SetDestroyAction((Func<bool>)null, gain, icon);
return;
}
SetDestroyAction(
() =>
{
destroyAction.Invoke();
return true;
},
gain,
icon);
}
public void SetUpgradePrice(int cost)
{
_upgradeOption.Price = Mathf.Max(0, cost);
}
public void SetDestroyGain(int gain)
{
_destroyOption.Price = Mathf.Max(0, gain);
_destroyOption.IsGain = true;
}
public void ShowForFoundation(Vector2 contentPosition)
{
_contentPosition = contentPosition;
_displayMode = CombatSelectDisplayMode.Build;
_isVisible = true;
}
public void ShowForTower(Vector2 contentPosition)
{
_contentPosition = contentPosition;
_displayMode = CombatSelectDisplayMode.Func;
_isVisible = true;
}
public void Hide()
{
_isVisible = false;
_displayMode = CombatSelectDisplayMode.Hidden;
}
public bool TryExecuteAction(CombatSelectActionType actionType, int actionIndex)
{
if (!_isVisible)
{
return false;
}
Option option = GetOption(actionType, actionIndex);
if (option == null || !option.IsVisible)
{
return false;
}
int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
if (!CanExecute(option, currentCoin))
{
return false;
}
if (option.Action == null)
{
return false;
}
bool result = option.Action.Invoke();
if (result)
{
Hide();
}
return result;
}
private CombatSelectFormRawData BuildModel()
{
int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
TowerSelectItemRawData[] buildItems = new TowerSelectItemRawData[_buildOptions.Length];
for (int i = 0; i < _buildOptions.Length; i++)
{
buildItems[i] = BuildOptionRawData(_buildOptions[i], currentCoin);
}
return new CombatSelectFormRawData
{
IsVisible = _isVisible,
ContentPosition = _contentPosition,
DisplayMode = _displayMode,
BuildItems = buildItems,
UpgradeItem = BuildOptionRawData(_upgradeOption, currentCoin),
DestroyItem = BuildOptionRawData(_destroyOption, currentCoin)
};
}
private Option GetOption(CombatSelectActionType actionType, int actionIndex)
{
switch (actionType)
{
case CombatSelectActionType.BuildTower:
if (actionIndex < 0 || actionIndex >= _buildOptions.Length)
{
return null;
}
return _buildOptions[actionIndex];
case CombatSelectActionType.UpgradeTower:
return _upgradeOption;
case CombatSelectActionType.DestroyTower:
return _destroyOption;
default:
return null;
}
}
private static int DefaultCoinProvider()
{
if (GameEntry.CombatNode == null)
{
return 0;
}
return Mathf.Max(0, GameEntry.CombatNode.CurrentCoin);
}
private static bool CanExecute(Option option, int currentCoin)
{
if (option == null)
{
return false;
}
if (option.RequiresAffordable && currentCoin < option.Price)
{
return false;
}
return true;
}
private static TowerSelectItemRawData BuildOptionRawData(Option option, int currentCoin)
{
if (option == null)
{
return null;
}
return new TowerSelectItemRawData
{
Icon = option.Icon,
Price = option.Price,
IsGain = option.IsGain,
IsVisible = option.IsVisible,
IsInteractable = option.Action != null && CanExecute(option, currentCoin),
ActionType = option.ActionType,
ActionIndex = option.ActionIndex
};
}
private sealed class Option
{
public readonly CombatSelectActionType ActionType;
public readonly int ActionIndex;
public readonly bool RequiresAffordable;
public int Price;
public bool IsGain;
public bool IsVisible = true;
public Sprite Icon;
public Func<bool> Action;
public Option(CombatSelectActionType actionType, int actionIndex, bool requiresAffordable)
{
ActionType = actionType;
ActionIndex = actionIndex;
RequiresAffordable = requiresAffordable;
}
}
}
}
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