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
@@ -35,6 +35,9 @@ namespace GeometryTD.UI
LevelThemeType themeType = level != null ? level.LevelThemeType : GameEntry.CombatNode.CurrentThemeType;
int levelId = level != null ? level.Id : 0;
int baseHpMax = level != null ? level.BaseHp : 0;
int enemyHpRateMultiplier = ResolveEnemyHpRateMultiplier(
GameEntry.CombatNode.CurrentPhaseIndex,
GameEntry.CombatNode.CurrentLevelPhaseCount);
return new CombatInfoFormRawData
{
@@ -45,9 +48,26 @@ namespace GeometryTD.UI
Coin = GameEntry.CombatNode.CurrentCoin,
BaseHp = GameEntry.CombatNode.CurrentBaseHp,
BaseHpMax = baseHpMax,
EnemyHpRateMultiplier = enemyHpRateMultiplier,
CanPause = true,
CanEnd = GameEntry.CombatNode.CanEndCombat
};
}
private static int ResolveEnemyHpRateMultiplier(int currentPhaseIndex, int totalPhaseCount)
{
if (currentPhaseIndex <= 0 || totalPhaseCount <= 0)
{
return 1;
}
int completedLoopCount = UnityEngine.Mathf.Max(0, (currentPhaseIndex - 1) / totalPhaseCount);
if (completedLoopCount >= 30)
{
return int.MaxValue;
}
return 1 << completedLoopCount;
}
}
}