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