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:
SepComet
2026-03-02 17:23:34 +08:00
parent c576224991
commit 5ba94828a8
49 changed files with 1763 additions and 1047 deletions
@@ -0,0 +1,31 @@
using GameFramework;
using GameFramework.Event;
namespace GeometryTD.CustomEvent
{
public class CombatEnemyHpRateChangedEventArgs : GameEventArgs
{
public static int EventId => typeof(CombatEnemyHpRateChangedEventArgs).GetHashCode();
public override int Id => EventId;
public int EnemyHpRateMultiplier { get; private set; }
public CombatEnemyHpRateChangedEventArgs()
{
EnemyHpRateMultiplier = 1;
}
public static CombatEnemyHpRateChangedEventArgs Create(int enemyHpRateMultiplier)
{
var args = ReferencePool.Acquire<CombatEnemyHpRateChangedEventArgs>();
args.EnemyHpRateMultiplier = enemyHpRateMultiplier > 0 ? enemyHpRateMultiplier : 1;
return args;
}
public override void Clear()
{
EnemyHpRateMultiplier = 1;
}
}
}
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