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
@@ -15,6 +15,8 @@ namespace GeometryTD.UI
[SerializeField] private TMP_Text _baseHpText;
[SerializeField] private TMP_Text _enemyHpRateText;
[SerializeField] private CommonButton _pauseButton;
[SerializeField] private CommonButton _endButton;
@@ -44,6 +46,11 @@ namespace GeometryTD.UI
{
_baseHpText.text = context?.BaseHpText ?? string.Empty;
}
if (_enemyHpRateText != null)
{
_enemyHpRateText.text = context?.EnemyHpRateText ?? string.Empty;
}
if (_pauseButton != null)
{
@@ -112,6 +119,11 @@ namespace GeometryTD.UI
{
_baseHpText.text = string.Empty;
}
if (_enemyHpRateText != null)
{
_enemyHpRateText.text = string.Empty;
}
base.OnClose(isShutdown, userData);
}