补全 CombatNode 逻辑 + 重构 EnemyManager
- 添加了关卡内的难度系数与掉落
- 难度系数:每循环一轮波次敌人血量翻倍
- 道具掉落:按照掉落概率曲线根据波次计算当前爆率,并从新增的道具池里选择道具
- `CombatResourceManager`:统一维护关卡内资源状态(硬币/金币/道具掉落)
- 重构 `EnemyManager`:
- `EnemyManager`:编排子服务,不承载具体业务细节
- `EnemySpawnDirector`:管理刷怪时序
- `SpawnerResolver`:管理出生点与路径
- `EnemyLifecycleTracker`:追踪敌人生命周期
- `EnemyConfigService`:管理敌人配置与倍率
This commit is contained in:
+151
@@ -0,0 +1,151 @@
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using System;
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using GameFramework.Event;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatEventBridge
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{
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private Action<ShowEntitySuccessEventArgs> _onShowEntitySuccess;
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private Action<ShowEntityFailureEventArgs> _onShowEntityFailure;
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private Action<HideEntityCompleteEventArgs> _onHideEntityComplete;
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private Action<OpenUIFormSuccessEventArgs> _onOpenUIFormSuccess;
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private Action<OpenUIFormFailureEventArgs> _onOpenUIFormFailure;
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private Action<CloseUIFormCompleteEventArgs> _onCloseUIFormComplete;
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private bool _isEntityEventSubscribed;
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private bool _isUIEventSubscribed;
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public void Bind(
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Action<ShowEntitySuccessEventArgs> onShowEntitySuccess,
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Action<ShowEntityFailureEventArgs> onShowEntityFailure,
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Action<HideEntityCompleteEventArgs> onHideEntityComplete,
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Action<OpenUIFormSuccessEventArgs> onOpenUIFormSuccess,
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Action<OpenUIFormFailureEventArgs> onOpenUIFormFailure,
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Action<CloseUIFormCompleteEventArgs> onCloseUIFormComplete)
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{
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_onShowEntitySuccess = onShowEntitySuccess;
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_onShowEntityFailure = onShowEntityFailure;
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_onHideEntityComplete = onHideEntityComplete;
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_onOpenUIFormSuccess = onOpenUIFormSuccess;
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_onOpenUIFormFailure = onOpenUIFormFailure;
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_onCloseUIFormComplete = onCloseUIFormComplete;
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EnsureEntityEventSubscribed();
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EnsureUIEventSubscribed();
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}
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public void Unbind()
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{
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UnsubscribeEntityEvents();
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UnsubscribeUIEvents();
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_onShowEntitySuccess = null;
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_onShowEntityFailure = null;
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_onHideEntityComplete = null;
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_onOpenUIFormSuccess = null;
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_onOpenUIFormFailure = null;
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_onCloseUIFormComplete = null;
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}
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private void EnsureEntityEventSubscribed()
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{
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if (_isEntityEventSubscribed)
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{
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return;
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}
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GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
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GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
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GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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_isEntityEventSubscribed = true;
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}
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private void EnsureUIEventSubscribed()
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{
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if (_isUIEventSubscribed)
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{
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return;
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}
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GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
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GameEntry.Event.Subscribe(OpenUIFormFailureEventArgs.EventId, OnOpenUIFormFailure);
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GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, OnCloseUIFormComplete);
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_isUIEventSubscribed = true;
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}
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private void UnsubscribeEntityEvents()
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{
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if (!_isEntityEventSubscribed)
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{
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return;
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}
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GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
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GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
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GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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_isEntityEventSubscribed = false;
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}
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private void UnsubscribeUIEvents()
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{
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if (!_isUIEventSubscribed)
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{
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return;
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}
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GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
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GameEntry.Event.Unsubscribe(OpenUIFormFailureEventArgs.EventId, OnOpenUIFormFailure);
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GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, OnCloseUIFormComplete);
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_isUIEventSubscribed = false;
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}
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private void OnShowEntitySuccess(object sender, GameEventArgs e)
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{
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if (e is ShowEntitySuccessEventArgs args)
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{
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_onShowEntitySuccess?.Invoke(args);
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}
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}
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private void OnShowEntityFailure(object sender, GameEventArgs e)
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{
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if (e is ShowEntityFailureEventArgs args)
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{
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_onShowEntityFailure?.Invoke(args);
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}
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}
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private void OnHideEntityComplete(object sender, GameEventArgs e)
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{
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if (e is HideEntityCompleteEventArgs args)
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{
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_onHideEntityComplete?.Invoke(args);
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}
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}
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private void OnOpenUIFormSuccess(object sender, GameEventArgs e)
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{
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if (e is OpenUIFormSuccessEventArgs args)
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{
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_onOpenUIFormSuccess?.Invoke(args);
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}
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}
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private void OnOpenUIFormFailure(object sender, GameEventArgs e)
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{
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if (e is OpenUIFormFailureEventArgs args)
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{
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_onOpenUIFormFailure?.Invoke(args);
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}
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}
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private void OnCloseUIFormComplete(object sender, GameEventArgs e)
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{
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if (e is CloseUIFormCompleteEventArgs args)
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{
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_onCloseUIFormComplete?.Invoke(args);
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}
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}
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}
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b8f34e0186c449fd8ff7a9d22c8aeb52
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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+277
@@ -0,0 +1,277 @@
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using GameFramework.Resource;
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using GeometryTD.CustomUtility;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using GeometryTD.Entity;
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using GeometryTD.Entity.EntityData;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatLoadSession
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{
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internal enum EventHandleStatus : byte
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{
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Ignored = 0,
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Succeeded = 1,
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Failed = 2
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}
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private EntityComponent _entity;
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private CombatInfoFormUseCase _combatInfoFormUseCase;
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private int _loadingMapEntityId;
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private int _loadedMapEntityId;
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private int? _loadingCombatInfoFormSerialId;
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private bool _isCombatInfoFormReady;
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private MapEntity _currentMap;
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public MapEntity CurrentMap => _currentMap;
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public bool IsReady => _currentMap != null && _isCombatInfoFormReady;
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public void OnInit(EntityComponent entityComponent)
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{
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_entity = entityComponent;
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Reset();
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}
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public void Reset()
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{
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_loadingMapEntityId = 0;
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_loadedMapEntityId = 0;
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_loadingCombatInfoFormSerialId = null;
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_isCombatInfoFormReady = false;
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_currentMap = null;
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}
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public bool StartLoading(DRLevel level, out string errorMessage)
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{
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errorMessage = null;
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if (_entity == null)
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{
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errorMessage = "CombatLoadSession start failed. Entity component is null.";
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return false;
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}
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if (!TryShowMap(level, out errorMessage))
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{
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return false;
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}
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if (!TryOpenCombatInfoForm(out errorMessage))
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{
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return false;
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}
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return true;
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}
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public void RefreshCombatInfoForm(DRLevel currentLevel)
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{
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if (currentLevel == null)
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{
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return;
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}
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GameEntry.UIRouter.OpenUI(UIFormType.CombatInfoForm);
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}
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public void Cleanup()
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{
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if (_entity == null)
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{
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return;
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}
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if (_loadingMapEntityId != 0 && _entity.IsLoadingEntity(_loadingMapEntityId))
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{
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_entity.HideEntity(_loadingMapEntityId);
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}
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if (_currentMap != null)
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{
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_entity.HideEntity(_currentMap);
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}
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else if (_loadedMapEntityId != 0)
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{
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UnityGameFramework.Runtime.Entity loadedMapEntity = _entity.GetEntity(_loadedMapEntityId);
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if (loadedMapEntity != null)
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{
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_entity.HideEntity(loadedMapEntity);
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}
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}
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CloseCombatInfoForm();
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}
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public EventHandleStatus HandleShowEntitySuccess(ShowEntitySuccessEventArgs args, out string errorMessage)
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{
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errorMessage = null;
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if (args == null)
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{
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return EventHandleStatus.Ignored;
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}
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if (args.EntityLogicType != typeof(MapEntity) || args.Entity == null ||
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args.Entity.Id != _loadingMapEntityId)
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{
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return EventHandleStatus.Ignored;
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}
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_loadedMapEntityId = _loadingMapEntityId;
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_loadingMapEntityId = 0;
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_currentMap = args.Entity.Logic as MapEntity;
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if (_currentMap == null)
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{
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errorMessage = $"Loaded map entity logic is invalid. EntityId={args.Entity.Id}.";
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return EventHandleStatus.Failed;
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}
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return EventHandleStatus.Succeeded;
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}
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public EventHandleStatus HandleShowEntityFailure(ShowEntityFailureEventArgs args, out string errorMessage)
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{
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errorMessage = null;
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if (args == null)
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{
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return EventHandleStatus.Ignored;
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}
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if (args.EntityLogicType != typeof(MapEntity) || args.EntityId != _loadingMapEntityId)
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{
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return EventHandleStatus.Ignored;
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}
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_loadingMapEntityId = 0;
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_currentMap = null;
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errorMessage = $"Map load failed. Asset='{args.EntityAssetName}', Error='{args.ErrorMessage}'.";
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return EventHandleStatus.Failed;
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}
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public void HandleHideEntityComplete(HideEntityCompleteEventArgs args)
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{
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if (args == null)
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{
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return;
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}
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|
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if (args.EntityId == _loadedMapEntityId)
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{
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_loadedMapEntityId = 0;
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_currentMap = null;
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}
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if (args.EntityId == _loadingMapEntityId)
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{
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_loadingMapEntityId = 0;
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}
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}
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public EventHandleStatus HandleOpenUIFormSuccess(OpenUIFormSuccessEventArgs args, out string errorMessage)
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{
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errorMessage = null;
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if (args == null || !_loadingCombatInfoFormSerialId.HasValue || args.UIForm == null)
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{
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return EventHandleStatus.Ignored;
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}
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if (args.UIForm.SerialId != _loadingCombatInfoFormSerialId.Value)
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{
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return EventHandleStatus.Ignored;
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}
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_isCombatInfoFormReady = args.UIForm.Logic is CombatInfoForm;
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if (!_isCombatInfoFormReady)
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{
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errorMessage = "CombatInfoForm open success but form logic type is invalid.";
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return EventHandleStatus.Failed;
|
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}
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|
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return EventHandleStatus.Succeeded;
|
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}
|
||||
|
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public EventHandleStatus HandleOpenUIFormFailure(OpenUIFormFailureEventArgs args, out string errorMessage)
|
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{
|
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errorMessage = null;
|
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if (args == null || !_loadingCombatInfoFormSerialId.HasValue)
|
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{
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return EventHandleStatus.Ignored;
|
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}
|
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|
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if (args.SerialId != _loadingCombatInfoFormSerialId.Value)
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{
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return EventHandleStatus.Ignored;
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}
|
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_isCombatInfoFormReady = false;
|
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errorMessage = $"CombatInfoForm load failed. Asset='{args.UIFormAssetName}', Error='{args.ErrorMessage}'.";
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return EventHandleStatus.Failed;
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}
|
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|
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public void HandleCloseUIFormComplete(CloseUIFormCompleteEventArgs args)
|
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{
|
||||
if (args == null || !_loadingCombatInfoFormSerialId.HasValue)
|
||||
{
|
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return;
|
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}
|
||||
|
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if (args.SerialId == _loadingCombatInfoFormSerialId.Value)
|
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{
|
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_loadingCombatInfoFormSerialId = null;
|
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_isCombatInfoFormReady = false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryShowMap(DRLevel level, out string errorMessage)
|
||||
{
|
||||
errorMessage = null;
|
||||
if (level == null)
|
||||
{
|
||||
errorMessage = "CombatLoadSession map load failed. Level is null.";
|
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return false;
|
||||
}
|
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|
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string mapAssetName = level.Id.ToString();
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string mapAssetPath = AssetUtility.GetLevelMapAsset(mapAssetName);
|
||||
if (GameEntry.Resource.HasAsset(mapAssetPath) == HasAssetResult.NotExist)
|
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{
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errorMessage = $"CombatLoadSession map asset not found. Level='{level.Id}', Asset='{mapAssetPath}'.";
|
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return false;
|
||||
}
|
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|
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_loadingMapEntityId = _entity.GenerateSerialId();
|
||||
_entity.ShowMap(new MapData(_loadingMapEntityId, level.Id, Vector3.zero), mapAssetName);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryOpenCombatInfoForm(out string errorMessage)
|
||||
{
|
||||
errorMessage = null;
|
||||
if (_combatInfoFormUseCase == null)
|
||||
{
|
||||
_combatInfoFormUseCase = new CombatInfoFormUseCase();
|
||||
GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatInfoForm, _combatInfoFormUseCase);
|
||||
}
|
||||
|
||||
int? serialId = GameEntry.UIRouter.OpenUI(UIFormType.CombatInfoForm);
|
||||
if (!serialId.HasValue)
|
||||
{
|
||||
errorMessage = "CombatLoadSession failed to open CombatInfoForm.";
|
||||
return false;
|
||||
}
|
||||
|
||||
_loadingCombatInfoFormSerialId = serialId.Value;
|
||||
_isCombatInfoFormReady = GameEntry.UI.HasUIForm(serialId.Value);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CloseCombatInfoForm()
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.CombatInfoForm);
|
||||
_loadingCombatInfoFormSerialId = null;
|
||||
_isCombatInfoFormReady = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36fe6a0f3baf4f69a1b131cd9b6fd223
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+398
@@ -0,0 +1,398 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GameFramework.DataTable;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
internal sealed class CombatResourceManager
|
||||
{
|
||||
private const float DropChanceBase = 0.05f;
|
||||
private const float DropChancePerPhase = 0.0125f;
|
||||
private const float DropChanceCap = 0.45f;
|
||||
private const float RarityCurveScalePhase = 30f;
|
||||
|
||||
private readonly List<DROutGameDropPool> _eligibleDropPoolBuffer = new();
|
||||
private readonly Dictionary<RarityType, float> _rarityRollWeightBuffer = new();
|
||||
private readonly BackpackInventoryData _rewardInventory = new();
|
||||
|
||||
private IDataTable<DROutGameDropPool> _drOutGameDropPool;
|
||||
private IDataTable<DRMuzzleComp> _drMuzzleComp;
|
||||
private IDataTable<DRBearingComp> _drBearingComp;
|
||||
private IDataTable<DRBaseComp> _drBaseComp;
|
||||
private long _nextDropItemInstanceId = 1;
|
||||
|
||||
public int GainedCoin { get; private set; }
|
||||
public int GainedGold { get; private set; }
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
GainedCoin = 0;
|
||||
GainedGold = 0;
|
||||
_rewardInventory.Gold = 0;
|
||||
_rewardInventory.MuzzleComponents.Clear();
|
||||
_rewardInventory.BearingComponents.Clear();
|
||||
_rewardInventory.BaseComponents.Clear();
|
||||
_rewardInventory.Towers.Clear();
|
||||
_nextDropItemInstanceId = 1;
|
||||
}
|
||||
|
||||
public BackpackInventoryData GetRewardInventorySnapshot()
|
||||
{
|
||||
return new BackpackInventoryData
|
||||
{
|
||||
Gold = _rewardInventory.Gold,
|
||||
MuzzleComponents = new List<MuzzleCompItemData>(_rewardInventory.MuzzleComponents),
|
||||
BearingComponents = new List<BearingCompItemData>(_rewardInventory.BearingComponents),
|
||||
BaseComponents = new List<BaseCompItemData>(_rewardInventory.BaseComponents),
|
||||
Towers = new List<DefenseTowerItemData>(_rewardInventory.Towers)
|
||||
};
|
||||
}
|
||||
|
||||
public void AddEnemyDefeatedReward(int gainedCoin, int gainedGold)
|
||||
{
|
||||
int coin = Mathf.Max(0, gainedCoin);
|
||||
int gold = Mathf.Max(0, gainedGold);
|
||||
GainedCoin += coin;
|
||||
GainedGold += gold;
|
||||
if (gold > 0)
|
||||
{
|
||||
_rewardInventory.Gold += gold;
|
||||
}
|
||||
|
||||
GameEntry.CombatNode?.ApplyEnemyDropReward(coin, gold);
|
||||
}
|
||||
|
||||
public bool TryRollOutGameItemDrop(int displayPhaseIndex, LevelThemeType themeType)
|
||||
{
|
||||
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
|
||||
float dropChance = Mathf.Clamp(DropChanceBase + (phaseIndex - 1) * DropChancePerPhase, 0f, DropChanceCap);
|
||||
if (Random.value > dropChance)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!TryPickDropPoolRow(phaseIndex, themeType, out DROutGameDropPool selectedRow))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!TryBuildDropItem(selectedRow, out TowerCompItemData droppedItem))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (droppedItem is MuzzleCompItemData muzzleCompItemData)
|
||||
{
|
||||
_rewardInventory.MuzzleComponents.Add(muzzleCompItemData);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (droppedItem is BearingCompItemData bearingCompItemData)
|
||||
{
|
||||
_rewardInventory.BearingComponents.Add(bearingCompItemData);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (droppedItem is BaseCompItemData baseCompItemData)
|
||||
{
|
||||
_rewardInventory.BaseComponents.Add(baseCompItemData);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool TryPickDropPoolRow(int displayPhaseIndex, LevelThemeType themeType, out DROutGameDropPool selectedRow)
|
||||
{
|
||||
selectedRow = null;
|
||||
IDataTable<DROutGameDropPool> dropTable = EnsureOutGameDropPoolTable();
|
||||
if (dropTable == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_eligibleDropPoolBuffer.Clear();
|
||||
DROutGameDropPool[] allRows = dropTable.GetAllDataRows();
|
||||
for (int i = 0; i < allRows.Length; i++)
|
||||
{
|
||||
DROutGameDropPool row = allRows[i];
|
||||
if (row == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (row.LevelThemeType != themeType)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (displayPhaseIndex < row.MinPhase || displayPhaseIndex > row.MaxPhase)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_eligibleDropPoolBuffer.Add(row);
|
||||
}
|
||||
|
||||
if (_eligibleDropPoolBuffer.Count <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
RarityType selectedRarity = RollRarity(displayPhaseIndex, _eligibleDropPoolBuffer);
|
||||
if (selectedRarity == RarityType.None)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
int totalWeight = 0;
|
||||
for (int i = 0; i < _eligibleDropPoolBuffer.Count; i++)
|
||||
{
|
||||
DROutGameDropPool row = _eligibleDropPoolBuffer[i];
|
||||
if (row.Rarity != selectedRarity)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
totalWeight += Mathf.Max(1, row.Weight);
|
||||
}
|
||||
|
||||
if (totalWeight <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
int randomWeight = Random.Range(1, totalWeight + 1);
|
||||
int cumulativeWeight = 0;
|
||||
for (int i = 0; i < _eligibleDropPoolBuffer.Count; i++)
|
||||
{
|
||||
DROutGameDropPool row = _eligibleDropPoolBuffer[i];
|
||||
if (row.Rarity != selectedRarity)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
cumulativeWeight += Mathf.Max(1, row.Weight);
|
||||
if (randomWeight <= cumulativeWeight)
|
||||
{
|
||||
selectedRow = row;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
selectedRow = _eligibleDropPoolBuffer[_eligibleDropPoolBuffer.Count - 1];
|
||||
return selectedRow != null;
|
||||
}
|
||||
|
||||
private RarityType RollRarity(int displayPhaseIndex, List<DROutGameDropPool> candidates)
|
||||
{
|
||||
_rarityRollWeightBuffer.Clear();
|
||||
float phaseT = Mathf.Clamp01((displayPhaseIndex - 1) / RarityCurveScalePhase);
|
||||
for (int i = 0; i < candidates.Count; i++)
|
||||
{
|
||||
DROutGameDropPool row = candidates[i];
|
||||
if (row == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float curveWeight = GetRarityCurveWeight(row.Rarity, phaseT);
|
||||
if (curveWeight <= 0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_rarityRollWeightBuffer.TryGetValue(row.Rarity, out float existingWeight))
|
||||
{
|
||||
_rarityRollWeightBuffer[row.Rarity] = existingWeight + Mathf.Max(1, row.Weight) * curveWeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
_rarityRollWeightBuffer[row.Rarity] = Mathf.Max(1, row.Weight) * curveWeight;
|
||||
}
|
||||
}
|
||||
|
||||
float totalWeight = 0f;
|
||||
foreach (var pair in _rarityRollWeightBuffer)
|
||||
{
|
||||
totalWeight += Mathf.Max(0f, pair.Value);
|
||||
}
|
||||
|
||||
if (totalWeight <= 0f)
|
||||
{
|
||||
return RarityType.None;
|
||||
}
|
||||
|
||||
float randomWeight = Random.value * totalWeight;
|
||||
float cumulativeWeight = 0f;
|
||||
foreach (var pair in _rarityRollWeightBuffer)
|
||||
{
|
||||
cumulativeWeight += Mathf.Max(0f, pair.Value);
|
||||
if (randomWeight <= cumulativeWeight)
|
||||
{
|
||||
return pair.Key;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var pair in _rarityRollWeightBuffer)
|
||||
{
|
||||
return pair.Key;
|
||||
}
|
||||
|
||||
return RarityType.None;
|
||||
}
|
||||
|
||||
private static float GetRarityCurveWeight(RarityType rarityType, float phaseT)
|
||||
{
|
||||
float hump = Mathf.Exp(-Mathf.Pow((phaseT - 0.35f) / 0.28f, 2f));
|
||||
switch (rarityType)
|
||||
{
|
||||
case RarityType.White:
|
||||
return Mathf.Max(0.05f, 0.18f + 1.25f * hump);
|
||||
case RarityType.Green:
|
||||
return Mathf.Max(0.05f, 0.35f + 0.55f * hump);
|
||||
case RarityType.Blue:
|
||||
return 0.18f + 0.55f * phaseT;
|
||||
case RarityType.Purple:
|
||||
return 0.05f + 0.22f * phaseT;
|
||||
case RarityType.Red:
|
||||
return 0.01f + 0.08f * phaseT * phaseT;
|
||||
default:
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private IDataTable<DROutGameDropPool> EnsureOutGameDropPoolTable()
|
||||
{
|
||||
if (_drOutGameDropPool != null)
|
||||
{
|
||||
return _drOutGameDropPool;
|
||||
}
|
||||
|
||||
_drOutGameDropPool = GameEntry.DataTable.GetDataTable<DROutGameDropPool>();
|
||||
return _drOutGameDropPool;
|
||||
}
|
||||
|
||||
private bool TryBuildDropItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
if (row == null || row.ItemId <= 0 || string.IsNullOrWhiteSpace(row.ItemType))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
string itemType = row.ItemType.Trim();
|
||||
if (itemType.Equals("MuzzleComp", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
return TryBuildMuzzleCompItem(row, out droppedItem);
|
||||
}
|
||||
|
||||
if (itemType.Equals("BearingComp", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
return TryBuildBearingCompItem(row, out droppedItem);
|
||||
}
|
||||
|
||||
if (itemType.Equals("BaseComp", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
return TryBuildBaseCompItem(row, out droppedItem);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool TryBuildMuzzleCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
_drMuzzleComp ??= GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
|
||||
if (_drMuzzleComp == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DRMuzzleComp config = _drMuzzleComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
AttackDamage = config.AttackDamage != null ? (int[])config.AttackDamage.Clone() : Array.Empty<int>(),
|
||||
DamageRandomRate = config.DamageRandomRate,
|
||||
AttackMethodType = config.AttackMethodType
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryBuildBearingCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
_drBearingComp ??= GameEntry.DataTable.GetDataTable<DRBearingComp>();
|
||||
if (_drBearingComp == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DRBearingComp config = _drBearingComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new BearingCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
RotateSpeed = config.RotateSpeed != null ? (float[])config.RotateSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackRange = config.AttackRange != null ? (float[])config.AttackRange.Clone() : Array.Empty<float>()
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryBuildBaseCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
_drBaseComp ??= GameEntry.DataTable.GetDataTable<DRBaseComp>();
|
||||
if (_drBaseComp == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DRBaseComp config = _drBaseComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new BaseCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
AttackSpeed = config.AttackSpeed != null ? (float[])config.AttackSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackPropertyType = config.AttackPropertyType
|
||||
};
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 650463d0d65211e4e969ea0d469516d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+481
@@ -0,0 +1,481 @@
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.CustomEvent;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Entity;
|
||||
using GeometryTD.UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public class CombatScheduler
|
||||
{
|
||||
private enum SchedulerState : byte
|
||||
{
|
||||
Idle = 0,
|
||||
WaitingForLoading = 1,
|
||||
RunningPhase = 2,
|
||||
WaitingForFinishReturn = 3,
|
||||
Completed = 4,
|
||||
Failed = 5
|
||||
}
|
||||
|
||||
private readonly List<DRLevelPhase> _phaseBuffer = new();
|
||||
private readonly Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> _spawnEntriesByPhaseId = new();
|
||||
private readonly EnemyManager _enemyManager = new();
|
||||
private readonly PhaseLoopRuntime _phaseLoopRuntime = new();
|
||||
private readonly CombatLoadSession _loadSession = new();
|
||||
private readonly CombatEventBridge _eventBridge = new();
|
||||
private readonly CombatResourceManager _combatResourceManager = new();
|
||||
|
||||
private EntityComponent _entity;
|
||||
private DRLevel _currentLevel;
|
||||
private CombatFinishFormUseCase _combatFinishFormUseCase;
|
||||
private SchedulerState _state = SchedulerState.Idle;
|
||||
private bool _initialized;
|
||||
private bool _isFinishAsVictory = true;
|
||||
|
||||
public bool IsRunning => _state == SchedulerState.WaitingForLoading || _state == SchedulerState.RunningPhase;
|
||||
public bool IsCompleted => _state == SchedulerState.Completed;
|
||||
public DRLevel CurrentLevel => _currentLevel;
|
||||
public DRLevelPhase CurrentPhase => _phaseLoopRuntime.CurrentPhase;
|
||||
public MapEntity CurrentMap => _loadSession.CurrentMap;
|
||||
public int DisplayPhaseIndex => _phaseLoopRuntime.DisplayPhaseIndex;
|
||||
public int PhaseCount => _phaseLoopRuntime.PhaseCount;
|
||||
public bool CanEndCombat => _phaseLoopRuntime.CanEndCombat;
|
||||
public int DefeatedEnemyCount => _enemyManager.DefeatedEnemyCount;
|
||||
public int GainedCoin => _combatResourceManager.GainedCoin;
|
||||
public int GainedGold => _combatResourceManager.GainedGold;
|
||||
|
||||
public void OnInit()
|
||||
{
|
||||
if (!_initialized)
|
||||
{
|
||||
_entity = GameEntry.Entity;
|
||||
_eventBridge.Bind(
|
||||
OnShowEntitySuccess,
|
||||
OnShowEntityFailure,
|
||||
OnHideEntityComplete,
|
||||
OnOpenUIFormSuccess,
|
||||
OnOpenUIFormFailure,
|
||||
OnCloseUIFormComplete);
|
||||
_enemyManager.OnInit(this);
|
||||
_loadSession.OnInit(_entity);
|
||||
EnsureCombatFinishFormUseCaseBound();
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
ResetRuntime();
|
||||
}
|
||||
|
||||
public bool Start(
|
||||
DRLevel level,
|
||||
IReadOnlyList<DRLevelPhase> phases,
|
||||
IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
|
||||
{
|
||||
if (!_initialized || _entity == null)
|
||||
{
|
||||
return HandleStartFailure("CombatScheduler start failed. Runtime is not initialized.");
|
||||
}
|
||||
|
||||
if (level == null || phases == null || phases.Count <= 0)
|
||||
{
|
||||
return HandleStartFailure("CombatScheduler start failed. Invalid level or phase data.");
|
||||
}
|
||||
|
||||
CleanupAllCombatEntities();
|
||||
CloseCombatFinishForm();
|
||||
_enemyManager.EndPhase();
|
||||
_enemyManager.ResetCombatStats();
|
||||
ResetRuntime();
|
||||
_combatResourceManager.Reset();
|
||||
_isFinishAsVictory = true;
|
||||
|
||||
_currentLevel = level;
|
||||
for (int i = 0; i < phases.Count; i++)
|
||||
{
|
||||
DRLevelPhase phase = phases[i];
|
||||
if (phase != null)
|
||||
{
|
||||
_phaseBuffer.Add(phase);
|
||||
}
|
||||
}
|
||||
|
||||
if (spawnEntriesByPhaseId != null)
|
||||
{
|
||||
foreach (var pair in spawnEntriesByPhaseId)
|
||||
{
|
||||
_spawnEntriesByPhaseId[pair.Key] = pair.Value;
|
||||
}
|
||||
}
|
||||
|
||||
_phaseLoopRuntime.SetPhases(_phaseBuffer);
|
||||
if (_phaseLoopRuntime.PhaseCount <= 0)
|
||||
{
|
||||
return HandleStartFailure($"CombatScheduler start failed. Level '{level.Id}' has no phase data.");
|
||||
}
|
||||
|
||||
if (!_loadSession.StartLoading(level, out string loadError))
|
||||
{
|
||||
return HandleStartFailure($"CombatScheduler start failed. {loadError}");
|
||||
}
|
||||
|
||||
_state = SchedulerState.WaitingForLoading;
|
||||
Log.Info("CombatScheduler started. Level={0}, PhaseCount={1}.", _currentLevel.Id,
|
||||
_phaseLoopRuntime.PhaseCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
switch (_state)
|
||||
{
|
||||
case SchedulerState.WaitingForLoading:
|
||||
if (!_loadSession.IsReady)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BeginNextPhase();
|
||||
return;
|
||||
case SchedulerState.RunningPhase:
|
||||
UpdateCurrentPhase(elapseSeconds, realElapseSeconds);
|
||||
return;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (!_initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CleanupAllCombatEntities();
|
||||
CloseCombatFinishForm();
|
||||
_enemyManager.OnDestroy();
|
||||
ResetRuntime();
|
||||
_eventBridge.Unbind();
|
||||
_combatFinishFormUseCase = null;
|
||||
|
||||
_entity = null;
|
||||
_initialized = false;
|
||||
}
|
||||
|
||||
public bool TryEndCombatByPlayer()
|
||||
{
|
||||
if (_state != SchedulerState.RunningPhase)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_phaseLoopRuntime.TryRequestEndCombat())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
EnterFinishFlow("Combat ended by player.", true);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void UpdateCurrentPhase(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
DRLevelPhase currentPhase = _phaseLoopRuntime.CurrentPhase;
|
||||
if (currentPhase == null)
|
||||
{
|
||||
EnterFailureFallback("CombatScheduler update failed. Current phase is null.");
|
||||
return;
|
||||
}
|
||||
|
||||
_phaseLoopRuntime.AdvancePhaseElapsed(elapseSeconds);
|
||||
_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
|
||||
|
||||
if (!_phaseLoopRuntime.ShouldEndCurrentPhase(_enemyManager.IsPhaseSpawnCompleted,
|
||||
_enemyManager.AliveEnemyCount))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CompleteCurrentPhase();
|
||||
}
|
||||
|
||||
private void CompleteCurrentPhase()
|
||||
{
|
||||
_enemyManager.EndPhase();
|
||||
Log.Info(
|
||||
"CombatScheduler phase completed. Level={0}, Phase={1}, Elapsed={2:F2}s.",
|
||||
_currentLevel != null ? _currentLevel.Id : 0,
|
||||
_phaseLoopRuntime.CurrentPhase != null ? _phaseLoopRuntime.CurrentPhase.Id : 0,
|
||||
_phaseLoopRuntime.CurrentPhaseElapsed);
|
||||
|
||||
BeginNextPhase();
|
||||
}
|
||||
|
||||
private void BeginNextPhase()
|
||||
{
|
||||
if (!_phaseLoopRuntime.TryEnterNextPhase(out DRLevelPhase nextPhase))
|
||||
{
|
||||
EnterFinishFlow("Combat ended after loop completion.", true);
|
||||
return;
|
||||
}
|
||||
|
||||
_spawnEntriesByPhaseId.TryGetValue(nextPhase.Id, out IReadOnlyList<DRLevelSpawnEntry> spawnEntries);
|
||||
_enemyManager.BeginPhase(nextPhase, spawnEntries);
|
||||
_state = SchedulerState.RunningPhase;
|
||||
GameEntry.Event.Fire(
|
||||
this,
|
||||
CombatProcessEventArgs.Create(_phaseLoopRuntime.DisplayPhaseIndex, _phaseLoopRuntime.PhaseCount));
|
||||
GameEntry.Event.Fire(
|
||||
this,
|
||||
CombatEnemyHpRateChangedEventArgs.Create(
|
||||
ResolveEnemyHpRateMultiplier(_phaseLoopRuntime.DisplayPhaseIndex, _phaseLoopRuntime.PhaseCount)));
|
||||
|
||||
Log.Info(
|
||||
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
|
||||
_currentLevel != null ? _currentLevel.Id : 0,
|
||||
_phaseLoopRuntime.DisplayPhaseIndex,
|
||||
nextPhase.EndType,
|
||||
spawnEntries != null ? spawnEntries.Count : 0);
|
||||
}
|
||||
|
||||
private void EnterFinishFlow(string reason, bool isVictory)
|
||||
{
|
||||
int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
|
||||
BackpackInventoryData rewardInventory = _combatResourceManager.GetRewardInventorySnapshot();
|
||||
|
||||
// Step 1: stop runtime and clear enemy entities only.
|
||||
_enemyManager.EndPhase();
|
||||
_state = SchedulerState.WaitingForFinishReturn;
|
||||
_isFinishAsVictory = isVictory;
|
||||
_enemyManager.CleanupTrackedEnemies();
|
||||
|
||||
Log.Info(
|
||||
"CombatScheduler entered finish flow. Level={0}. Reason={1}",
|
||||
_currentLevel != null ? _currentLevel.Id : 0,
|
||||
reason);
|
||||
|
||||
OpenCombatFinishForm(defeatedEnemyCount, _combatResourceManager.GainedGold, rewardInventory);
|
||||
}
|
||||
|
||||
public void OnEnemyReachedBase(int baseDamage)
|
||||
{
|
||||
if (_state != SchedulerState.RunningPhase)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int resolvedBaseDamage = Mathf.Max(0, baseDamage);
|
||||
if (resolvedBaseDamage <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CombatNodeComponent combatNode = GameEntry.CombatNode;
|
||||
if (combatNode == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int currentBaseHp = combatNode.ApplyBaseDamage(resolvedBaseDamage);
|
||||
if (currentBaseHp > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnterFinishFlow("Combat ended because base HP reached zero.", false);
|
||||
}
|
||||
|
||||
private void ResetRuntime()
|
||||
{
|
||||
_phaseBuffer.Clear();
|
||||
_spawnEntriesByPhaseId.Clear();
|
||||
_phaseLoopRuntime.Reset();
|
||||
_loadSession.Reset();
|
||||
_combatResourceManager.Reset();
|
||||
_currentLevel = null;
|
||||
_isFinishAsVictory = true;
|
||||
_state = SchedulerState.Idle;
|
||||
}
|
||||
|
||||
private void CleanupAllCombatEntities()
|
||||
{
|
||||
_loadSession.Cleanup();
|
||||
_enemyManager.CleanupTrackedEnemies();
|
||||
}
|
||||
|
||||
private void EnsureCombatFinishFormUseCaseBound()
|
||||
{
|
||||
_combatFinishFormUseCase ??= new CombatFinishFormUseCase(this);
|
||||
|
||||
GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatFinishForm, _combatFinishFormUseCase);
|
||||
}
|
||||
|
||||
private void OpenCombatFinishForm(int defeatedEnemyCount, int gainedGold, BackpackInventoryData rewardInventory)
|
||||
{
|
||||
EnsureCombatFinishFormUseCaseBound();
|
||||
_combatFinishFormUseCase.SetSummary(
|
||||
defeatedEnemyCount,
|
||||
gainedGold,
|
||||
rewardInventory);
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
|
||||
}
|
||||
|
||||
public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
|
||||
{
|
||||
_combatResourceManager.AddEnemyDefeatedReward(gainedCoin, gainedGold);
|
||||
|
||||
if (_state != SchedulerState.RunningPhase)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_combatResourceManager.TryRollOutGameItemDrop(
|
||||
_phaseLoopRuntime.DisplayPhaseIndex,
|
||||
ResolveCurrentThemeType());
|
||||
}
|
||||
|
||||
private LevelThemeType ResolveCurrentThemeType()
|
||||
{
|
||||
if (_currentLevel != null)
|
||||
{
|
||||
return _currentLevel.LevelThemeType;
|
||||
}
|
||||
|
||||
if (GameEntry.CombatNode != null)
|
||||
{
|
||||
return GameEntry.CombatNode.CurrentThemeType;
|
||||
}
|
||||
|
||||
return LevelThemeType.None;
|
||||
}
|
||||
|
||||
private void CloseCombatFinishForm()
|
||||
{
|
||||
GameEntry.UIRouter.CloseUI(UIFormType.CombatFinishForm);
|
||||
}
|
||||
|
||||
public bool OnCombatFinishReturnRequested()
|
||||
{
|
||||
if (_state != SchedulerState.WaitingForFinishReturn)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Step 2: clear remaining map/UI resources and close finish form.
|
||||
_loadSession.Cleanup();
|
||||
CloseCombatFinishForm();
|
||||
_state = SchedulerState.Completed;
|
||||
GameEntry.CombatNode?.OnCombatEndedByScheduler(_isFinishAsVictory);
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool HandleStartFailure(string errorMessage)
|
||||
{
|
||||
Log.Warning("{0}", errorMessage);
|
||||
_state = SchedulerState.Failed;
|
||||
_enemyManager.EndPhase();
|
||||
CleanupAllCombatEntities();
|
||||
CloseCombatFinishForm();
|
||||
ResetRuntime();
|
||||
return false;
|
||||
}
|
||||
|
||||
private void EnterFailureFallback(string errorMessage)
|
||||
{
|
||||
if (_state == SchedulerState.Failed || _state == SchedulerState.Completed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_state = SchedulerState.Failed;
|
||||
Log.Error("CombatScheduler failed. LevelId={0}, {1}", _currentLevel != null ? _currentLevel.Id : 0,
|
||||
errorMessage);
|
||||
_enemyManager.EndPhase();
|
||||
CleanupAllCombatEntities();
|
||||
CloseCombatFinishForm();
|
||||
GameEntry.CombatNode?.OnCombatEndedByScheduler(false);
|
||||
}
|
||||
|
||||
private static int ResolveEnemyHpRateMultiplier(int displayPhaseIndex, int phaseCount)
|
||||
{
|
||||
if (displayPhaseIndex <= 0 || phaseCount <= 0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int completedLoopCount = Mathf.Max(0, (displayPhaseIndex - 1) / phaseCount);
|
||||
if (completedLoopCount >= 30)
|
||||
{
|
||||
return int.MaxValue;
|
||||
}
|
||||
|
||||
return 1 << completedLoopCount;
|
||||
}
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void OnShowEntitySuccess(ShowEntitySuccessEventArgs args)
|
||||
{
|
||||
var status = _loadSession.HandleShowEntitySuccess(args, out string errorMessage);
|
||||
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
||||
{
|
||||
EnterFailureFallback(errorMessage);
|
||||
return;
|
||||
}
|
||||
|
||||
if (status == CombatLoadSession.EventHandleStatus.Succeeded)
|
||||
{
|
||||
MapEntity map = _loadSession.CurrentMap;
|
||||
Log.Info(
|
||||
"Map ready. LevelId={0}, PathCells={1}, FoundationCells={2}, Spawners={3}, House={4}.",
|
||||
_currentLevel != null ? _currentLevel.Id : 0,
|
||||
map.PathCells.Count,
|
||||
map.FoundationCells.Count,
|
||||
map.Spawners.Length,
|
||||
map.House != null ? map.House.name : "None");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShowEntityFailure(ShowEntityFailureEventArgs args)
|
||||
{
|
||||
var status = _loadSession.HandleShowEntityFailure(args, out string errorMessage);
|
||||
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
||||
{
|
||||
EnterFailureFallback(errorMessage);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnHideEntityComplete(HideEntityCompleteEventArgs args)
|
||||
{
|
||||
_loadSession.HandleHideEntityComplete(args);
|
||||
}
|
||||
|
||||
private void OnOpenUIFormSuccess(OpenUIFormSuccessEventArgs args)
|
||||
{
|
||||
var status = _loadSession.HandleOpenUIFormSuccess(args, out string errorMessage);
|
||||
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
||||
{
|
||||
EnterFailureFallback(errorMessage);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnOpenUIFormFailure(OpenUIFormFailureEventArgs args)
|
||||
{
|
||||
var status = _loadSession.HandleOpenUIFormFailure(args, out string errorMessage);
|
||||
if (status == CombatLoadSession.EventHandleStatus.Failed)
|
||||
{
|
||||
EnterFailureFallback(errorMessage);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCloseUIFormComplete(CloseUIFormCompleteEventArgs args)
|
||||
{
|
||||
_loadSession.HandleCloseUIFormComplete(args);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f43fd8050fd4239b4407a4fedcf0b7a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+144
@@ -0,0 +1,144 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
internal sealed class PhaseLoopRuntime
|
||||
{
|
||||
private readonly List<DRLevelPhase> _phases = new();
|
||||
|
||||
private DRLevelPhase _currentPhase;
|
||||
private int _currentPhaseIndex = -1;
|
||||
private int _displayPhaseIndex;
|
||||
private int _completedLoopCount;
|
||||
private bool _canEndCombat;
|
||||
private bool _endCombatRequested;
|
||||
private float _currentPhaseElapsed;
|
||||
|
||||
public DRLevelPhase CurrentPhase => _currentPhase;
|
||||
public int DisplayPhaseIndex => _displayPhaseIndex;
|
||||
public bool CanEndCombat => _canEndCombat;
|
||||
public float CurrentPhaseElapsed => _currentPhaseElapsed;
|
||||
public int PhaseCount => _phases.Count;
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_phases.Clear();
|
||||
_currentPhase = null;
|
||||
_currentPhaseIndex = -1;
|
||||
_displayPhaseIndex = 0;
|
||||
_completedLoopCount = 0;
|
||||
_canEndCombat = false;
|
||||
_endCombatRequested = false;
|
||||
_currentPhaseElapsed = 0f;
|
||||
}
|
||||
|
||||
public void SetPhases(IReadOnlyList<DRLevelPhase> phases)
|
||||
{
|
||||
_phases.Clear();
|
||||
if (phases == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < phases.Count; i++)
|
||||
{
|
||||
DRLevelPhase phase = phases[i];
|
||||
if (phase != null)
|
||||
{
|
||||
_phases.Add(phase);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryRequestEndCombat()
|
||||
{
|
||||
if (!_canEndCombat)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_endCombatRequested = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AdvancePhaseElapsed(float elapseSeconds)
|
||||
{
|
||||
_currentPhaseElapsed += elapseSeconds;
|
||||
}
|
||||
|
||||
public bool ShouldEndCurrentPhase(bool isPhaseSpawnCompleted, int aliveEnemyCount)
|
||||
{
|
||||
if (_currentPhase == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (_currentPhase.EndType)
|
||||
{
|
||||
case PhaseEndType.TimeElapsed:
|
||||
return _currentPhaseElapsed >= ResolveTimeElapsedThreshold(_currentPhase);
|
||||
case PhaseEndType.EnemiesCleared:
|
||||
case PhaseEndType.BossDead:
|
||||
return isPhaseSpawnCompleted && aliveEnemyCount <= 0;
|
||||
case PhaseEndType.None:
|
||||
default:
|
||||
if (_currentPhase.DurationSeconds > 0 && _currentPhaseElapsed >= _currentPhase.DurationSeconds)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return isPhaseSpawnCompleted && aliveEnemyCount <= 0;
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryEnterNextPhase(out DRLevelPhase nextPhase)
|
||||
{
|
||||
nextPhase = null;
|
||||
if (_phases.Count <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_currentPhaseIndex++;
|
||||
if (_currentPhaseIndex >= _phases.Count)
|
||||
{
|
||||
_completedLoopCount++;
|
||||
_canEndCombat = true;
|
||||
|
||||
if (_endCombatRequested)
|
||||
{
|
||||
_currentPhase = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
_currentPhaseIndex = 0;
|
||||
}
|
||||
|
||||
_currentPhase = _phases[_currentPhaseIndex];
|
||||
_displayPhaseIndex = _completedLoopCount * _phases.Count + _currentPhaseIndex + 1;
|
||||
_currentPhaseElapsed = 0f;
|
||||
nextPhase = _currentPhase;
|
||||
return true;
|
||||
}
|
||||
|
||||
private static float ResolveTimeElapsedThreshold(DRLevelPhase phase)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(phase.EndParam) &&
|
||||
float.TryParse(phase.EndParam, NumberStyles.Float, CultureInfo.InvariantCulture, out float parsed))
|
||||
{
|
||||
return parsed;
|
||||
}
|
||||
|
||||
if (phase.DurationSeconds > 0)
|
||||
{
|
||||
return phase.DurationSeconds;
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2bdde0f128bc4f249a3e1254b8fd2d06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user