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
@@ -183,40 +183,25 @@ namespace GeometryTD.UI
private void RefreshConfirmText(string confirmText)
{
if (string.IsNullOrEmpty(confirmText))
foreach (var text in _confirmTexts)
{
confirmText = GameEntry.Localization.GetString("Dialog.ConfirmButton");
}
for (int i = 0; i < _confirmTexts.Length; i++)
{
_confirmTexts[i].text = confirmText;
text.text = confirmText;
}
}
private void RefreshCancelText(string cancelText)
{
if (string.IsNullOrEmpty(cancelText))
foreach (var text in _cancelTexts)
{
cancelText = GameEntry.Localization.GetString("Dialog.CancelButton");
}
for (int i = 0; i < _cancelTexts.Length; i++)
{
_cancelTexts[i].text = cancelText;
text.text = cancelText;
}
}
private void RefreshOtherText(string otherText)
{
if (string.IsNullOrEmpty(otherText))
foreach (var text in _otherTexts)
{
otherText = GameEntry.Localization.GetString("Dialog.OtherButton");
}
for (int i = 0; i < _otherTexts.Length; i++)
{
_otherTexts[i].text = otherText;
text.text = otherText;
}
}
}