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:
@@ -23,6 +23,7 @@ namespace GeometryTD.UI
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GameEntry.Event.Subscribe(CombatProcessEventArgs.EventId, OnCombatProcessChanged);
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GameEntry.Event.Subscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
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GameEntry.Event.Subscribe(CombatBaseHpChangedEventArgs.EventId, OnCombatBaseHpChanged);
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GameEntry.Event.Subscribe(CombatEnemyHpRateChangedEventArgs.EventId, OnCombatEnemyHpRateChanged);
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}
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protected override void UnsubscribeCustomEvents()
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@@ -32,6 +33,7 @@ namespace GeometryTD.UI
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GameEntry.Event.Unsubscribe(CombatProcessEventArgs.EventId, OnCombatProcessChanged);
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GameEntry.Event.Unsubscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
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GameEntry.Event.Unsubscribe(CombatBaseHpChangedEventArgs.EventId, OnCombatBaseHpChanged);
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GameEntry.Event.Unsubscribe(CombatEnemyHpRateChangedEventArgs.EventId, OnCombatEnemyHpRateChanged);
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}
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public int? OpenUI(CombatInfoFormRawData rawData)
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@@ -92,6 +94,7 @@ namespace GeometryTD.UI
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LevelPhaseText = BuildPhaseText(rawData.CurrentPhaseIndex, rawData.TotalPhaseCount),
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CoinText = BuildCoinText(rawData.Coin),
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BaseHpText = BuildBaseHpText(rawData.BaseHp, rawData.BaseHpMax),
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EnemyHpRateText = BuildEnemyHpRateText(rawData.EnemyHpRateMultiplier),
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CanPause = rawData.CanPause,
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CanEnd = rawData.CanEnd
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};
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@@ -140,6 +143,12 @@ namespace GeometryTD.UI
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return $"\u57FA\u5730\uFF1A{percent}%";
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}
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private static string BuildEnemyHpRateText(int enemyHpRateMultiplier)
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{
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int resolvedMultiplier = enemyHpRateMultiplier > 0 ? enemyHpRateMultiplier : 1;
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return $"\u96BE\u5EA6\uFF1A{resolvedMultiplier}x";
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}
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private void OnCombatPauseButtonClicked(object sender, GameEventArgs e)
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{
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if (!(sender is CombatInfoForm) || !(e is CombatPauseEventArgs))
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@@ -197,6 +206,16 @@ namespace GeometryTD.UI
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RefreshFromUseCase();
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}
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private void OnCombatEnemyHpRateChanged(object sender, GameEventArgs e)
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{
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if (!(e is CombatEnemyHpRateChangedEventArgs))
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{
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return;
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}
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RefreshFromUseCase();
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}
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private void RefreshFromUseCase()
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{
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if (_useCase == null)
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