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