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
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using GameFramework;
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using GameFramework.Event;
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namespace GeometryTD.CustomEvent
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{
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public class CombatEnemyHpRateChangedEventArgs : GameEventArgs
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{
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public static int EventId => typeof(CombatEnemyHpRateChangedEventArgs).GetHashCode();
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public override int Id => EventId;
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public int EnemyHpRateMultiplier { get; private set; }
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public CombatEnemyHpRateChangedEventArgs()
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{
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EnemyHpRateMultiplier = 1;
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}
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public static CombatEnemyHpRateChangedEventArgs Create(int enemyHpRateMultiplier)
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{
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var args = ReferencePool.Acquire<CombatEnemyHpRateChangedEventArgs>();
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args.EnemyHpRateMultiplier = enemyHpRateMultiplier > 0 ? enemyHpRateMultiplier : 1;
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return args;
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}
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public override void Clear()
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{
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EnemyHpRateMultiplier = 1;
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}
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}
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}
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