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