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:
parent
c576224991
commit
5ba94828a8
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@ -1,6 +1,6 @@
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# Id 策划备注 EntityId Name AttackSpeed PropertyType Constraint PossibleTag
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# int int string float[] AttackPropertyType string TagType[]
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# 底座编号 实体Id 底座名 攻击速度(秒/次) 攻击属性 属性约束 可能出现的Tag
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1 301 元素底座 [2,1.5,1,0.8,0.7] Fire [Fire,BurnSpread,IgniteBurst,Inferno]
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2 301 控制底座 [4,3.8,3.6,3.4,3.2] Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 301 穿透底座 [1,0,8,0,6,0.4,0.2] Physics [Pierce,Crit,Overpenetrate,Execution]
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# Id 策划备注 EntityId Name AttackSpeed AttackSpeedPerLevel PropertyType Constraint PossibleTag
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# int int string float[] float AttackPropertyType string TagType[]
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# 底座编号 实体Id 底座名 各品质攻击速度(秒/次) 每级提升攻击速度 攻击属性 属性约束 可能出现的Tag
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1 301 元素底座 [2,1.5,1,0.8,0.7] -0.2 Fire [Fire,BurnSpread,IgniteBurst,Inferno]
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2 301 控制底座 [4,3.8,3.6,3.4,3.2] -0.1 Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 301 穿透底座 [1,0,8,0,6,0.4,0.2] 0 Physics [Pierce,Crit,Overpenetrate,Execution]
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@ -1,6 +1,6 @@
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# Id 策划备注 EntityId Name RotateSpeed AttackRange Constraint PossibleTag
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# int int string float[] float[] string TagType[]
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# 轴承编号 实体Id 轴承名 各品质旋转速度 各品质攻击范围 属性约束 可能出现的Tag
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1 201 元素轴承 [10,12,13,14,15] [2,2,2,2,2] [Fire,BurnSpread,IgniteBurst,Inferno]
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2 201 控制轴承 [20,25,30,32,35] [6,6.5,7,8,8] [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 201 穿透轴承 [60,70,80,90,100] [4,4.5,5,5.5,6] [Pierce,Crit,Overpenetrate,Execution]
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# Id 策划备注 EntityId Name RotateSpeed RotateSpeedPerLevel AttackRange AttackRangePerLevel Constraint PossibleTag
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# int int string float[] float float[] float string TagType[]
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# 轴承编号 实体Id 轴承名 各品质旋转速度 每级提升旋转速度 各品质攻击范围 每级提升攻击范围 属性约束 可能出现的Tag
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1 201 元素轴承 [10,12,13,14,15] 15 [2,2,2,2,2] 0.3 [Fire,BurnSpread,IgniteBurst,Inferno]
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2 201 控制轴承 [20,25,30,32,35] 0 [6,6.5,7,8,8] 0.2 [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 201 穿透轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Pierce,Crit,Overpenetrate,Execution]
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@ -2,6 +2,6 @@
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# int LevelThemeType int int VictoryType string int
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# 关卡号 策划备注 关卡所属主题类型 基地初始生命 初始硬币 胜利条件 胜利参数 奖励金币
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1 平原1 Plain 100 100 PhasesCleared 30
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2 平原2 Plain 100 100 PhasesCleared 30
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3 平原3 Plain 100 100 PhasesCleared 40
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4 平原4 Plain 100 100 BossDead 100
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2 平原2 Plain 100 120 PhasesCleared 30
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3 平原3 Plain 100 110 PhasesCleared 40
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4 平原4 Plain 100 150 BossDead 100
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@ -1,6 +1,6 @@
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# Id 策划备注 EntityId Name AttackDamage DamageRandomRate Method Constraint PossibleTag
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# int int string int[] float AttackMethodType Constraint TagType[]
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# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 伤害浮动 攻击方式 Constraint 可能出现的Tag
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1 101 元素枪口 [20,30,40,50,80] 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
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2 101 控制枪口 [30,50,70,90,100] 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 101 穿透枪口 [50,55,60,80,90] 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
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# Id 策划备注 EntityId Name AttackDamage AttackDamagePerLevel DamageRandomRate Method Constraint PossibleTag
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# int int string int[] int float AttackMethodType Constraint TagType[]
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# 枪口编号 策划备注 实体Id 枪口名 各品质伤害 每级伤害提升 伤害浮动 攻击方式 Constraint 可能出现的Tag
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1 101 元素枪口 [20,30,40,50,80] 10 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
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2 101 控制枪口 [30,50,70,90,100] 20 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
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3 101 穿透枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
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@ -0,0 +1,21 @@
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# Id 列1 LevelThemeType Rarity ItemType ItemId Weight MinPhase MaxPhase
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# int LevelThemeType RarityType ItemType int int int int
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# 道具池号 策划备注 关卡所属主题类型 道具稀有度 道具类型 道具Id 权重 出现的最低波次 出现的最高波次
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1 平原战斗池 Plain White MuzzleComp 1 10 1 10
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2 Plain White MuzzleComp 2 10 1 10
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3 Plain White MuzzleComp 3 10 1 10
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4 Plain White BearingComp 1 10 1 10
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5 Plain White BearingComp 2 10 1 10
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6 Plain White BearingComp 3 10 1 10
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7 Plain White BaseComp 1 10 1 10
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8 Plain White BaseComp 2 10 1 10
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9 Plain White BaseComp 3 10 1 10
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10 Plain Green MuzzleComp 1 5 1 10
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11 Plain Green MuzzleComp 2 5 1 10
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12 Plain Green MuzzleComp 3 5 1 10
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13 Plain Green BearingComp 1 5 1 10
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14 Plain Green BearingComp 2 5 1 10
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15 Plain Green BearingComp 3 5 1 10
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16 Plain Green BaseComp 1 5 1 10
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17 Plain Green BaseComp 2 5 1 10
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18 Plain Green BaseComp 3 5 1 10
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 934d71d10a1e14141a275b57b1825dfd
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c52befd7a6c741b9bcd8f4effd7879b8
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timeCreated: 1772440848
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@ -0,0 +1,398 @@
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using System;
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatResourceManager
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{
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private const float DropChanceBase = 0.05f;
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private const float DropChancePerPhase = 0.0125f;
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private const float DropChanceCap = 0.45f;
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private const float RarityCurveScalePhase = 30f;
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private readonly List<DROutGameDropPool> _eligibleDropPoolBuffer = new();
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private readonly Dictionary<RarityType, float> _rarityRollWeightBuffer = new();
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private readonly BackpackInventoryData _rewardInventory = new();
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private IDataTable<DROutGameDropPool> _drOutGameDropPool;
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private IDataTable<DRMuzzleComp> _drMuzzleComp;
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private IDataTable<DRBearingComp> _drBearingComp;
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private IDataTable<DRBaseComp> _drBaseComp;
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private long _nextDropItemInstanceId = 1;
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public int GainedCoin { get; private set; }
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public int GainedGold { get; private set; }
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public void Reset()
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{
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GainedCoin = 0;
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GainedGold = 0;
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_rewardInventory.Gold = 0;
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_rewardInventory.MuzzleComponents.Clear();
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_rewardInventory.BearingComponents.Clear();
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_rewardInventory.BaseComponents.Clear();
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_rewardInventory.Towers.Clear();
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_nextDropItemInstanceId = 1;
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}
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public BackpackInventoryData GetRewardInventorySnapshot()
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{
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return new BackpackInventoryData
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{
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Gold = _rewardInventory.Gold,
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MuzzleComponents = new List<MuzzleCompItemData>(_rewardInventory.MuzzleComponents),
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BearingComponents = new List<BearingCompItemData>(_rewardInventory.BearingComponents),
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BaseComponents = new List<BaseCompItemData>(_rewardInventory.BaseComponents),
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Towers = new List<DefenseTowerItemData>(_rewardInventory.Towers)
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};
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}
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public void AddEnemyDefeatedReward(int gainedCoin, int gainedGold)
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{
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int coin = Mathf.Max(0, gainedCoin);
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int gold = Mathf.Max(0, gainedGold);
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GainedCoin += coin;
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GainedGold += gold;
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if (gold > 0)
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{
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_rewardInventory.Gold += gold;
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}
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GameEntry.CombatNode?.ApplyEnemyDropReward(coin, gold);
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}
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public bool TryRollOutGameItemDrop(int displayPhaseIndex, LevelThemeType themeType)
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{
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int phaseIndex = Mathf.Max(1, displayPhaseIndex);
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float dropChance = Mathf.Clamp(DropChanceBase + (phaseIndex - 1) * DropChancePerPhase, 0f, DropChanceCap);
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if (Random.value > dropChance)
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{
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return false;
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}
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if (!TryPickDropPoolRow(phaseIndex, themeType, out DROutGameDropPool selectedRow))
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{
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return false;
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}
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if (!TryBuildDropItem(selectedRow, out TowerCompItemData droppedItem))
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{
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return false;
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}
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if (droppedItem is MuzzleCompItemData muzzleCompItemData)
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{
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_rewardInventory.MuzzleComponents.Add(muzzleCompItemData);
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return true;
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}
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if (droppedItem is BearingCompItemData bearingCompItemData)
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{
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_rewardInventory.BearingComponents.Add(bearingCompItemData);
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return true;
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}
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if (droppedItem is BaseCompItemData baseCompItemData)
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{
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_rewardInventory.BaseComponents.Add(baseCompItemData);
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return true;
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}
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return false;
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}
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private bool TryPickDropPoolRow(int displayPhaseIndex, LevelThemeType themeType, out DROutGameDropPool selectedRow)
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{
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selectedRow = null;
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IDataTable<DROutGameDropPool> dropTable = EnsureOutGameDropPoolTable();
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if (dropTable == null)
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{
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return false;
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}
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_eligibleDropPoolBuffer.Clear();
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DROutGameDropPool[] allRows = dropTable.GetAllDataRows();
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for (int i = 0; i < allRows.Length; i++)
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{
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DROutGameDropPool row = allRows[i];
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if (row == null)
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{
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continue;
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}
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if (row.LevelThemeType != themeType)
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{
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continue;
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}
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if (displayPhaseIndex < row.MinPhase || displayPhaseIndex > row.MaxPhase)
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{
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continue;
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}
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_eligibleDropPoolBuffer.Add(row);
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}
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if (_eligibleDropPoolBuffer.Count <= 0)
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{
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return false;
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}
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RarityType selectedRarity = RollRarity(displayPhaseIndex, _eligibleDropPoolBuffer);
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if (selectedRarity == RarityType.None)
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{
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return false;
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}
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int totalWeight = 0;
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for (int i = 0; i < _eligibleDropPoolBuffer.Count; i++)
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{
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DROutGameDropPool row = _eligibleDropPoolBuffer[i];
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if (row.Rarity != selectedRarity)
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{
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continue;
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}
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totalWeight += Mathf.Max(1, row.Weight);
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}
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if (totalWeight <= 0)
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{
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return false;
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}
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int randomWeight = Random.Range(1, totalWeight + 1);
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int cumulativeWeight = 0;
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for (int i = 0; i < _eligibleDropPoolBuffer.Count; i++)
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{
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DROutGameDropPool row = _eligibleDropPoolBuffer[i];
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if (row.Rarity != selectedRarity)
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{
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continue;
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}
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cumulativeWeight += Mathf.Max(1, row.Weight);
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if (randomWeight <= cumulativeWeight)
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{
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selectedRow = row;
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return true;
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}
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}
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selectedRow = _eligibleDropPoolBuffer[_eligibleDropPoolBuffer.Count - 1];
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return selectedRow != null;
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}
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private RarityType RollRarity(int displayPhaseIndex, List<DROutGameDropPool> candidates)
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{
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_rarityRollWeightBuffer.Clear();
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float phaseT = Mathf.Clamp01((displayPhaseIndex - 1) / RarityCurveScalePhase);
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for (int i = 0; i < candidates.Count; i++)
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{
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DROutGameDropPool row = candidates[i];
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if (row == null)
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{
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continue;
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}
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float curveWeight = GetRarityCurveWeight(row.Rarity, phaseT);
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if (curveWeight <= 0f)
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{
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continue;
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}
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if (_rarityRollWeightBuffer.TryGetValue(row.Rarity, out float existingWeight))
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{
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_rarityRollWeightBuffer[row.Rarity] = existingWeight + Mathf.Max(1, row.Weight) * curveWeight;
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}
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else
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{
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_rarityRollWeightBuffer[row.Rarity] = Mathf.Max(1, row.Weight) * curveWeight;
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}
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}
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float totalWeight = 0f;
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foreach (var pair in _rarityRollWeightBuffer)
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{
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totalWeight += Mathf.Max(0f, pair.Value);
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}
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|
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if (totalWeight <= 0f)
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{
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return RarityType.None;
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}
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float randomWeight = Random.value * totalWeight;
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float cumulativeWeight = 0f;
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foreach (var pair in _rarityRollWeightBuffer)
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{
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cumulativeWeight += Mathf.Max(0f, pair.Value);
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if (randomWeight <= cumulativeWeight)
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{
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return pair.Key;
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}
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}
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|
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foreach (var pair in _rarityRollWeightBuffer)
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{
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return pair.Key;
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}
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return RarityType.None;
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}
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private static float GetRarityCurveWeight(RarityType rarityType, float phaseT)
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{
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float hump = Mathf.Exp(-Mathf.Pow((phaseT - 0.35f) / 0.28f, 2f));
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switch (rarityType)
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{
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case RarityType.White:
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return Mathf.Max(0.05f, 0.18f + 1.25f * hump);
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case RarityType.Green:
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return Mathf.Max(0.05f, 0.35f + 0.55f * hump);
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case RarityType.Blue:
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return 0.18f + 0.55f * phaseT;
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case RarityType.Purple:
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return 0.05f + 0.22f * phaseT;
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case RarityType.Red:
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return 0.01f + 0.08f * phaseT * phaseT;
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default:
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return 0f;
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}
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}
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|
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private IDataTable<DROutGameDropPool> EnsureOutGameDropPoolTable()
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{
|
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if (_drOutGameDropPool != null)
|
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{
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return _drOutGameDropPool;
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}
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|
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_drOutGameDropPool = GameEntry.DataTable.GetDataTable<DROutGameDropPool>();
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return _drOutGameDropPool;
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}
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|
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private bool TryBuildDropItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
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{
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droppedItem = null;
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if (row == null || row.ItemId <= 0 || string.IsNullOrWhiteSpace(row.ItemType))
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{
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return false;
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}
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string itemType = row.ItemType.Trim();
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if (itemType.Equals("MuzzleComp", StringComparison.OrdinalIgnoreCase))
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{
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return TryBuildMuzzleCompItem(row, out droppedItem);
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}
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|
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if (itemType.Equals("BearingComp", StringComparison.OrdinalIgnoreCase))
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{
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return TryBuildBearingCompItem(row, out droppedItem);
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}
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|
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if (itemType.Equals("BaseComp", StringComparison.OrdinalIgnoreCase))
|
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{
|
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return TryBuildBaseCompItem(row, out droppedItem);
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}
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|
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return false;
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}
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private bool TryBuildMuzzleCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
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{
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droppedItem = null;
|
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_drMuzzleComp ??= GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
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if (_drMuzzleComp == null)
|
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{
|
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return false;
|
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}
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|
||||
DRMuzzleComp config = _drMuzzleComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
AttackDamage = config.AttackDamage != null ? (int[])config.AttackDamage.Clone() : Array.Empty<int>(),
|
||||
DamageRandomRate = config.DamageRandomRate,
|
||||
AttackMethodType = config.AttackMethodType
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryBuildBearingCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
_drBearingComp ??= GameEntry.DataTable.GetDataTable<DRBearingComp>();
|
||||
if (_drBearingComp == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DRBearingComp config = _drBearingComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new BearingCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
RotateSpeed = config.RotateSpeed != null ? (float[])config.RotateSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackRange = config.AttackRange != null ? (float[])config.AttackRange.Clone() : Array.Empty<float>()
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool TryBuildBaseCompItem(DROutGameDropPool row, out TowerCompItemData droppedItem)
|
||||
{
|
||||
droppedItem = null;
|
||||
_drBaseComp ??= GameEntry.DataTable.GetDataTable<DRBaseComp>();
|
||||
if (_drBaseComp == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
DRBaseComp config = _drBaseComp.GetDataRow(row.ItemId);
|
||||
if (config == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
droppedItem = new BaseCompItemData
|
||||
{
|
||||
InstanceId = _nextDropItemInstanceId++,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = row.Rarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = config.PossibleTag != null ? (TagType[])config.PossibleTag.Clone() : Array.Empty<TagType>(),
|
||||
AttackSpeed = config.AttackSpeed != null ? (float[])config.AttackSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackPropertyType = config.AttackPropertyType
|
||||
};
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 650463d0d65211e4e969ea0d469516d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -27,14 +27,13 @@ namespace GeometryTD.CustomComponent
|
|||
private readonly PhaseLoopRuntime _phaseLoopRuntime = new();
|
||||
private readonly CombatLoadSession _loadSession = new();
|
||||
private readonly CombatEventBridge _eventBridge = new();
|
||||
private readonly CombatResourceManager _combatResourceManager = new();
|
||||
|
||||
private EntityComponent _entity;
|
||||
private DRLevel _currentLevel;
|
||||
private CombatFinishFormUseCase _combatFinishFormUseCase;
|
||||
private SchedulerState _state = SchedulerState.Idle;
|
||||
private bool _initialized;
|
||||
private int _gainedCoin;
|
||||
private int _gainedGold;
|
||||
private bool _isFinishAsVictory = true;
|
||||
|
||||
public bool IsRunning => _state == SchedulerState.WaitingForLoading || _state == SchedulerState.RunningPhase;
|
||||
|
|
@ -43,10 +42,11 @@ namespace GeometryTD.CustomComponent
|
|||
public DRLevelPhase CurrentPhase => _phaseLoopRuntime.CurrentPhase;
|
||||
public MapEntity CurrentMap => _loadSession.CurrentMap;
|
||||
public int DisplayPhaseIndex => _phaseLoopRuntime.DisplayPhaseIndex;
|
||||
public int PhaseCount => _phaseLoopRuntime.PhaseCount;
|
||||
public bool CanEndCombat => _phaseLoopRuntime.CanEndCombat;
|
||||
public int DefeatedEnemyCount => _enemyManager.DefeatedEnemyCount;
|
||||
public int GainedCoin => _gainedCoin;
|
||||
public int GainedGold => _gainedGold;
|
||||
public int GainedCoin => _combatResourceManager.GainedCoin;
|
||||
public int GainedGold => _combatResourceManager.GainedGold;
|
||||
|
||||
public void OnInit()
|
||||
{
|
||||
|
|
@ -89,8 +89,7 @@ namespace GeometryTD.CustomComponent
|
|||
_enemyManager.EndPhase();
|
||||
_enemyManager.ResetCombatStats();
|
||||
ResetRuntime();
|
||||
_gainedCoin = 0;
|
||||
_gainedGold = 0;
|
||||
_combatResourceManager.Reset();
|
||||
_isFinishAsVictory = true;
|
||||
|
||||
_currentLevel = level;
|
||||
|
|
@ -229,6 +228,10 @@ namespace GeometryTD.CustomComponent
|
|||
GameEntry.Event.Fire(
|
||||
this,
|
||||
CombatProcessEventArgs.Create(_phaseLoopRuntime.DisplayPhaseIndex, _phaseLoopRuntime.PhaseCount));
|
||||
GameEntry.Event.Fire(
|
||||
this,
|
||||
CombatEnemyHpRateChangedEventArgs.Create(
|
||||
ResolveEnemyHpRateMultiplier(_phaseLoopRuntime.DisplayPhaseIndex, _phaseLoopRuntime.PhaseCount)));
|
||||
|
||||
Log.Info(
|
||||
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
|
||||
|
|
@ -241,6 +244,7 @@ namespace GeometryTD.CustomComponent
|
|||
private void EnterFinishFlow(string reason, bool isVictory)
|
||||
{
|
||||
int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
|
||||
BackpackInventoryData rewardInventory = _combatResourceManager.GetRewardInventorySnapshot();
|
||||
|
||||
// Step 1: stop runtime and clear enemy entities only.
|
||||
_enemyManager.EndPhase();
|
||||
|
|
@ -253,7 +257,7 @@ namespace GeometryTD.CustomComponent
|
|||
_currentLevel != null ? _currentLevel.Id : 0,
|
||||
reason);
|
||||
|
||||
OpenCombatFinishForm(defeatedEnemyCount, _gainedGold);
|
||||
OpenCombatFinishForm(defeatedEnemyCount, _combatResourceManager.GainedGold, rewardInventory);
|
||||
}
|
||||
|
||||
public void OnEnemyReachedBase(int baseDamage)
|
||||
|
|
@ -290,6 +294,7 @@ namespace GeometryTD.CustomComponent
|
|||
_spawnEntriesByPhaseId.Clear();
|
||||
_phaseLoopRuntime.Reset();
|
||||
_loadSession.Reset();
|
||||
_combatResourceManager.Reset();
|
||||
_currentLevel = null;
|
||||
_isFinishAsVictory = true;
|
||||
_state = SchedulerState.Idle;
|
||||
|
|
@ -308,22 +313,43 @@ namespace GeometryTD.CustomComponent
|
|||
GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatFinishForm, _combatFinishFormUseCase);
|
||||
}
|
||||
|
||||
private void OpenCombatFinishForm(int defeatedEnemyCount, int gainedGold)
|
||||
private void OpenCombatFinishForm(int defeatedEnemyCount, int gainedGold, BackpackInventoryData rewardInventory)
|
||||
{
|
||||
EnsureCombatFinishFormUseCaseBound();
|
||||
_combatFinishFormUseCase.SetSummary(
|
||||
defeatedEnemyCount,
|
||||
gainedGold);
|
||||
gainedGold,
|
||||
rewardInventory);
|
||||
GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
|
||||
}
|
||||
|
||||
public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
|
||||
{
|
||||
int coin = Mathf.Max(0, gainedCoin);
|
||||
int gold = Mathf.Max(0, gainedGold);
|
||||
_gainedCoin += coin;
|
||||
_gainedGold += gold;
|
||||
GameEntry.CombatNode?.ApplyEnemyDropReward(coin, gold);
|
||||
_combatResourceManager.AddEnemyDefeatedReward(gainedCoin, gainedGold);
|
||||
|
||||
if (_state != SchedulerState.RunningPhase)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_combatResourceManager.TryRollOutGameItemDrop(
|
||||
_phaseLoopRuntime.DisplayPhaseIndex,
|
||||
ResolveCurrentThemeType());
|
||||
}
|
||||
|
||||
private LevelThemeType ResolveCurrentThemeType()
|
||||
{
|
||||
if (_currentLevel != null)
|
||||
{
|
||||
return _currentLevel.LevelThemeType;
|
||||
}
|
||||
|
||||
if (GameEntry.CombatNode != null)
|
||||
{
|
||||
return GameEntry.CombatNode.CurrentThemeType;
|
||||
}
|
||||
|
||||
return LevelThemeType.None;
|
||||
}
|
||||
|
||||
private void CloseCombatFinishForm()
|
||||
|
|
@ -373,6 +399,22 @@ namespace GeometryTD.CustomComponent
|
|||
GameEntry.CombatNode?.OnCombatEndedByScheduler(false);
|
||||
}
|
||||
|
||||
private static int ResolveEnemyHpRateMultiplier(int displayPhaseIndex, int phaseCount)
|
||||
{
|
||||
if (displayPhaseIndex <= 0 || phaseCount <= 0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int completedLoopCount = Mathf.Max(0, (displayPhaseIndex - 1) / phaseCount);
|
||||
if (completedLoopCount >= 30)
|
||||
{
|
||||
return int.MaxValue;
|
||||
}
|
||||
|
||||
return 1 << completedLoopCount;
|
||||
}
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void OnShowEntitySuccess(ShowEntitySuccessEventArgs args)
|
||||
|
|
@ -1,566 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
using GameFramework.DataTable;
|
||||
using GameFramework.Event;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Entity;
|
||||
using GeometryTD.Entity.EntityData;
|
||||
using GeometryTD.Map;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public class EnemyManager
|
||||
{
|
||||
private sealed class SpawnEntryRuntime
|
||||
{
|
||||
public DRLevelSpawnEntry Entry;
|
||||
public bool Completed;
|
||||
public float NextTriggerTime;
|
||||
public float EndTime;
|
||||
public int RemainingCount;
|
||||
}
|
||||
|
||||
private const int DefaultEnemyConfigId = 1;
|
||||
private const float MinStreamInterval = 0.05f;
|
||||
private const float MinBurstGap = 0.01f;
|
||||
|
||||
private readonly List<Spawner> _spawners = new List<Spawner>();
|
||||
private readonly Dictionary<int, Spawner> _spawnerByOrder = new Dictionary<int, Spawner>();
|
||||
private readonly List<Vector3> _pathBuffer = new List<Vector3>();
|
||||
private readonly List<SpawnEntryRuntime> _spawnRuntimes = new List<SpawnEntryRuntime>();
|
||||
private readonly HashSet<int> _trackedEnemyEntityIds = new HashSet<int>();
|
||||
private readonly List<int> _trackedEnemyIdBuffer = new List<int>();
|
||||
private readonly Dictionary<int, DREnemy> _trackedEnemyConfigByEntityId = new Dictionary<int, DREnemy>();
|
||||
|
||||
private CombatScheduler _combatScheduler;
|
||||
private EntityComponent _entity;
|
||||
private IDataTable<DREnemy> _drEnemy;
|
||||
|
||||
private int _spawnEnemyMaxCount = 5000;
|
||||
private int _currentEnemyCount;
|
||||
private int _defeatedEnemyCount;
|
||||
private int _nextSpawnerIndex;
|
||||
private int _currentMapEntityId;
|
||||
private bool _initialized;
|
||||
private bool _enemyConfigMissingLogged;
|
||||
|
||||
private float _phaseElapsed;
|
||||
private bool _isPhaseRunning;
|
||||
|
||||
public int AliveEnemyCount => _currentEnemyCount;
|
||||
public int DefeatedEnemyCount => _defeatedEnemyCount;
|
||||
public bool IsPhaseSpawnCompleted { get; private set; } = true;
|
||||
public bool IsPhaseRunning => _isPhaseRunning;
|
||||
|
||||
public void OnInit(CombatScheduler combatScheduler)
|
||||
{
|
||||
_combatScheduler = combatScheduler;
|
||||
if (_initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_entity = GameEntry.Entity;
|
||||
_drEnemy = GameEntry.DataTable.GetDataTable<DREnemy>();
|
||||
_currentEnemyCount = 0;
|
||||
_defeatedEnemyCount = 0;
|
||||
_nextSpawnerIndex = 0;
|
||||
_currentMapEntityId = 0;
|
||||
_enemyConfigMissingLogged = false;
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_pathBuffer.Clear();
|
||||
_spawnRuntimes.Clear();
|
||||
_trackedEnemyEntityIds.Clear();
|
||||
_trackedEnemyIdBuffer.Clear();
|
||||
_trackedEnemyConfigByEntityId.Clear();
|
||||
_phaseElapsed = 0f;
|
||||
_isPhaseRunning = false;
|
||||
IsPhaseSpawnCompleted = true;
|
||||
|
||||
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
|
||||
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
|
||||
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
public void BeginPhase(DRLevelPhase phase, IReadOnlyList<DRLevelSpawnEntry> spawnEntries)
|
||||
{
|
||||
if (!_initialized || _combatScheduler == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_ = phase;
|
||||
EndPhase();
|
||||
|
||||
_phaseElapsed = 0f;
|
||||
_isPhaseRunning = true;
|
||||
IsPhaseSpawnCompleted = false;
|
||||
RefreshSpawnerCache(true);
|
||||
|
||||
if (spawnEntries != null)
|
||||
{
|
||||
for (int i = 0; i < spawnEntries.Count; i++)
|
||||
{
|
||||
SpawnEntryRuntime runtime = BuildSpawnRuntime(spawnEntries[i]);
|
||||
if (runtime != null)
|
||||
{
|
||||
_spawnRuntimes.Add(runtime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IsPhaseSpawnCompleted = _spawnRuntimes.Count <= 0;
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
if (!_initialized || _combatScheduler == null || !_isPhaseRunning)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshSpawnerCache(false);
|
||||
_phaseElapsed += elapseSeconds;
|
||||
UpdateSpawnRuntimes();
|
||||
}
|
||||
|
||||
public void EndPhase()
|
||||
{
|
||||
_isPhaseRunning = false;
|
||||
_phaseElapsed = 0f;
|
||||
_spawnRuntimes.Clear();
|
||||
IsPhaseSpawnCompleted = true;
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (!_initialized)
|
||||
{
|
||||
_combatScheduler = null;
|
||||
return;
|
||||
}
|
||||
|
||||
CleanupTrackedEnemies();
|
||||
EndPhase();
|
||||
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
|
||||
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
|
||||
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
|
||||
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_pathBuffer.Clear();
|
||||
_trackedEnemyEntityIds.Clear();
|
||||
_trackedEnemyIdBuffer.Clear();
|
||||
_trackedEnemyConfigByEntityId.Clear();
|
||||
_currentEnemyCount = 0;
|
||||
_defeatedEnemyCount = 0;
|
||||
_currentMapEntityId = 0;
|
||||
_nextSpawnerIndex = 0;
|
||||
_combatScheduler = null;
|
||||
_initialized = false;
|
||||
}
|
||||
|
||||
public void ResetCombatStats()
|
||||
{
|
||||
_defeatedEnemyCount = 0;
|
||||
}
|
||||
|
||||
public void CleanupTrackedEnemies()
|
||||
{
|
||||
if (_trackedEnemyEntityIds.Count <= 0)
|
||||
{
|
||||
_currentEnemyCount = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
_trackedEnemyIdBuffer.Clear();
|
||||
foreach (int trackedEnemyEntityId in _trackedEnemyEntityIds)
|
||||
{
|
||||
_trackedEnemyIdBuffer.Add(trackedEnemyEntityId);
|
||||
}
|
||||
|
||||
_trackedEnemyEntityIds.Clear();
|
||||
_trackedEnemyConfigByEntityId.Clear();
|
||||
_currentEnemyCount = 0;
|
||||
|
||||
if (_entity == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _trackedEnemyIdBuffer.Count; i++)
|
||||
{
|
||||
int trackedEnemyEntityId = _trackedEnemyIdBuffer[i];
|
||||
if (_entity.HasEntity(trackedEnemyEntityId) || _entity.IsLoadingEntity(trackedEnemyEntityId))
|
||||
{
|
||||
_entity.HideEntity(trackedEnemyEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private SpawnEntryRuntime BuildSpawnRuntime(DRLevelSpawnEntry entry)
|
||||
{
|
||||
if (entry == null || entry.EntryType == EntryType.None)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
SpawnEntryRuntime runtime = new SpawnEntryRuntime
|
||||
{
|
||||
Entry = entry,
|
||||
Completed = false,
|
||||
NextTriggerTime = Mathf.Max(0f, entry.StartTime),
|
||||
EndTime = Mathf.Max(0f, entry.StartTime),
|
||||
RemainingCount = Mathf.Max(0, entry.Count)
|
||||
};
|
||||
|
||||
switch (entry.EntryType)
|
||||
{
|
||||
case EntryType.Stream:
|
||||
{
|
||||
float duration = Mathf.Max(0f, entry.Duration);
|
||||
runtime.EndTime = duration > 0f ? runtime.NextTriggerTime + duration : runtime.NextTriggerTime;
|
||||
runtime.Completed = entry.Count <= 0;
|
||||
return runtime;
|
||||
}
|
||||
case EntryType.Burst:
|
||||
case EntryType.Boss:
|
||||
runtime.Completed = runtime.RemainingCount <= 0;
|
||||
return runtime;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSpawnRuntimes()
|
||||
{
|
||||
bool allCompleted = true;
|
||||
for (int i = 0; i < _spawnRuntimes.Count; i++)
|
||||
{
|
||||
SpawnEntryRuntime runtime = _spawnRuntimes[i];
|
||||
if (runtime.Completed)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (runtime.Entry.EntryType)
|
||||
{
|
||||
case EntryType.Stream:
|
||||
ProcessStreamRuntime(runtime);
|
||||
break;
|
||||
case EntryType.Burst:
|
||||
case EntryType.Boss:
|
||||
ProcessBurstRuntime(runtime);
|
||||
break;
|
||||
default:
|
||||
runtime.Completed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!runtime.Completed)
|
||||
{
|
||||
allCompleted = false;
|
||||
}
|
||||
}
|
||||
|
||||
IsPhaseSpawnCompleted = allCompleted;
|
||||
}
|
||||
|
||||
private void ProcessStreamRuntime(SpawnEntryRuntime runtime)
|
||||
{
|
||||
if (_phaseElapsed < runtime.NextTriggerTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int countPerWave = Mathf.Max(0, runtime.Entry.Count);
|
||||
if (countPerWave <= 0)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float interval = runtime.Entry.Interval > 0f ? runtime.Entry.Interval : MinStreamInterval;
|
||||
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.NextTriggerTime <= runtime.EndTime)
|
||||
{
|
||||
SpawnEnemies(runtime.Entry, countPerWave);
|
||||
runtime.NextTriggerTime += interval;
|
||||
}
|
||||
|
||||
if (runtime.NextTriggerTime > runtime.EndTime)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessBurstRuntime(SpawnEntryRuntime runtime)
|
||||
{
|
||||
if (_phaseElapsed < runtime.NextTriggerTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (runtime.RemainingCount <= 0)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float gap = runtime.Entry.Gap;
|
||||
if (gap <= 0f)
|
||||
{
|
||||
SpawnEnemies(runtime.Entry, runtime.RemainingCount);
|
||||
runtime.RemainingCount = 0;
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
gap = Mathf.Max(gap, MinBurstGap);
|
||||
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.RemainingCount > 0)
|
||||
{
|
||||
SpawnEnemies(runtime.Entry, 1);
|
||||
runtime.RemainingCount--;
|
||||
runtime.NextTriggerTime += gap;
|
||||
}
|
||||
|
||||
runtime.Completed = runtime.RemainingCount <= 0;
|
||||
}
|
||||
|
||||
private void SpawnEnemies(DRLevelSpawnEntry entry, int spawnCount)
|
||||
{
|
||||
if (spawnCount <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Spawner spawner = ResolveSpawner(entry.SpawnPointId);
|
||||
if (spawner == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MapEntity currentMap = _combatScheduler != null ? _combatScheduler.CurrentMap : null;
|
||||
if (currentMap == null ||
|
||||
!currentMap.TryFindPathWorldPoints(spawner, null, _pathBuffer) ||
|
||||
_pathBuffer.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DREnemy enemyConfig = GetEnemyConfig(entry.EnemyId);
|
||||
if (enemyConfig == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < spawnCount; i++)
|
||||
{
|
||||
if (_currentEnemyCount >= _spawnEnemyMaxCount)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
int enemyEntityId = _entity.GenerateSerialId();
|
||||
_trackedEnemyEntityIds.Add(enemyEntityId);
|
||||
_trackedEnemyConfigByEntityId[enemyEntityId] = enemyConfig;
|
||||
EnemyData enemyData = new EnemyData(
|
||||
enemyEntityId,
|
||||
enemyConfig.EntityId,
|
||||
_pathBuffer[0],
|
||||
enemyConfig.BaseHp,
|
||||
enemyConfig.Speed,
|
||||
_pathBuffer);
|
||||
_entity.ShowEnemy(enemyData);
|
||||
}
|
||||
}
|
||||
|
||||
private DREnemy GetEnemyConfig(int enemyId)
|
||||
{
|
||||
if (_drEnemy == null)
|
||||
{
|
||||
_drEnemy = GameEntry.DataTable.GetDataTable<DREnemy>();
|
||||
if (_drEnemy == null)
|
||||
{
|
||||
if (!_enemyConfigMissingLogged)
|
||||
{
|
||||
Log.Warning("EnemyManagerComponent can not find DREnemy data table.");
|
||||
_enemyConfigMissingLogged = true;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
if (enemyId > 0)
|
||||
{
|
||||
DREnemy targetConfig = _drEnemy.GetDataRow(enemyId);
|
||||
if (targetConfig != null)
|
||||
{
|
||||
return targetConfig;
|
||||
}
|
||||
}
|
||||
|
||||
DREnemy defaultConfig = _drEnemy.GetDataRow(DefaultEnemyConfigId);
|
||||
if (defaultConfig != null)
|
||||
{
|
||||
return defaultConfig;
|
||||
}
|
||||
|
||||
DREnemy[] allConfigs = _drEnemy.GetAllDataRows();
|
||||
if (allConfigs.Length > 0)
|
||||
{
|
||||
return allConfigs[0];
|
||||
}
|
||||
|
||||
if (!_enemyConfigMissingLogged)
|
||||
{
|
||||
Log.Warning("EnemyManagerComponent found no enemy configs.");
|
||||
_enemyConfigMissingLogged = true;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private Spawner ResolveSpawner(int spawnPointId)
|
||||
{
|
||||
if (spawnPointId > 0 && _spawnerByOrder.TryGetValue(spawnPointId, out Spawner mappedSpawner))
|
||||
{
|
||||
return mappedSpawner;
|
||||
}
|
||||
|
||||
if (_spawners.Count <= 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Spawner fallbackSpawner = _spawners[_nextSpawnerIndex % _spawners.Count];
|
||||
_nextSpawnerIndex++;
|
||||
return fallbackSpawner;
|
||||
}
|
||||
|
||||
private void RefreshSpawnerCache(bool force)
|
||||
{
|
||||
MapEntity currentMap = _combatScheduler != null ? _combatScheduler.CurrentMap : null;
|
||||
if (currentMap == null)
|
||||
{
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_currentMapEntityId = 0;
|
||||
_nextSpawnerIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!force && _currentMapEntityId == currentMap.Id && _spawners.Count > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_nextSpawnerIndex = 0;
|
||||
_currentMapEntityId = currentMap.Id;
|
||||
|
||||
Spawner[] mapSpawners = currentMap.Spawners;
|
||||
for (int i = 0; i < mapSpawners.Length; i++)
|
||||
{
|
||||
Spawner spawner = mapSpawners[i];
|
||||
if (spawner == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!currentMap.TryGetDefaultPathCells(spawner, out _))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_spawners.Add(spawner);
|
||||
if (spawner.SpawnOrder > 0 && !_spawnerByOrder.ContainsKey(spawner.SpawnOrder))
|
||||
{
|
||||
_spawnerByOrder[spawner.SpawnOrder] = spawner;
|
||||
}
|
||||
}
|
||||
|
||||
_spawners.Sort((left, right) => left.SpawnOrder.CompareTo(right.SpawnOrder));
|
||||
}
|
||||
|
||||
private void OnShowEntitySuccess(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is ShowEntitySuccessEventArgs ne)) return;
|
||||
|
||||
if (ne.EntityLogicType == typeof(EnemyEntity) &&
|
||||
_trackedEnemyEntityIds.Contains(ne.Entity.Id))
|
||||
{
|
||||
_currentEnemyCount++;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShowEntityFailure(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is ShowEntityFailureEventArgs ne))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ne.EntityLogicType != typeof(EnemyEntity))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_trackedEnemyEntityIds.Remove(ne.EntityId);
|
||||
_trackedEnemyConfigByEntityId.Remove(ne.EntityId);
|
||||
}
|
||||
|
||||
private void OnHideEntityComplete(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is HideEntityCompleteEventArgs ne))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_trackedEnemyEntityIds.Remove(ne.EntityId))
|
||||
{
|
||||
_trackedEnemyConfigByEntityId.Remove(ne.EntityId);
|
||||
return;
|
||||
}
|
||||
|
||||
_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
|
||||
bool wasKilled = EnemyEntity.TryConsumeKilledFlag(ne.EntityId);
|
||||
bool isCombatRunning = _combatScheduler != null && _combatScheduler.IsRunning;
|
||||
int baseDamage = 0;
|
||||
int droppedCoin = 0;
|
||||
int droppedGold = 0;
|
||||
if (_trackedEnemyConfigByEntityId.TryGetValue(ne.EntityId, out DREnemy enemyConfig) && enemyConfig != null)
|
||||
{
|
||||
baseDamage = Mathf.Max(0, enemyConfig.BaseDamage);
|
||||
if (wasKilled)
|
||||
{
|
||||
droppedCoin = Mathf.Max(0, enemyConfig.DropCoin);
|
||||
float dropRate = enemyConfig.DropPercent > 1f
|
||||
? Mathf.Clamp01(enemyConfig.DropPercent * 0.01f)
|
||||
: Mathf.Clamp01(enemyConfig.DropPercent);
|
||||
if (enemyConfig.DropGold > 0 && dropRate > 0f && Random.value <= dropRate)
|
||||
{
|
||||
droppedGold = Mathf.Max(0, enemyConfig.DropGold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isCombatRunning && wasKilled)
|
||||
{
|
||||
_defeatedEnemyCount++;
|
||||
_combatScheduler.OnEnemyDefeatedRewardResolved(droppedCoin, droppedGold);
|
||||
}
|
||||
else if (isCombatRunning && baseDamage > 0)
|
||||
{
|
||||
_combatScheduler.OnEnemyReachedBase(baseDamage);
|
||||
}
|
||||
|
||||
_trackedEnemyConfigByEntityId.Remove(ne.EntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d8e23ddc10c742359bfeb8c6bd765ee2
|
||||
timeCreated: 1772440818
|
||||
|
|
@ -0,0 +1,104 @@
|
|||
using System;
|
||||
using GameFramework.DataTable;
|
||||
using GeometryTD.DataTable;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public sealed class EnemyConfigService
|
||||
{
|
||||
private const int DefaultEnemyConfigId = 1;
|
||||
|
||||
private IDataTable<DREnemy> _drEnemy;
|
||||
private bool _enemyConfigMissingLogged;
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_drEnemy = null;
|
||||
_enemyConfigMissingLogged = false;
|
||||
}
|
||||
|
||||
public DREnemy GetEnemyConfig(int enemyId)
|
||||
{
|
||||
if (_drEnemy == null)
|
||||
{
|
||||
_drEnemy = GameEntry.DataTable.GetDataTable<DREnemy>();
|
||||
if (_drEnemy == null)
|
||||
{
|
||||
if (!_enemyConfigMissingLogged)
|
||||
{
|
||||
Log.Warning("EnemyManagerComponent can not find DREnemy data table.");
|
||||
_enemyConfigMissingLogged = true;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
if (enemyId > 0)
|
||||
{
|
||||
DREnemy targetConfig = _drEnemy.GetDataRow(enemyId);
|
||||
if (targetConfig != null)
|
||||
{
|
||||
return targetConfig;
|
||||
}
|
||||
}
|
||||
|
||||
DREnemy defaultConfig = _drEnemy.GetDataRow(DefaultEnemyConfigId);
|
||||
if (defaultConfig != null)
|
||||
{
|
||||
return defaultConfig;
|
||||
}
|
||||
|
||||
DREnemy[] allConfigs = _drEnemy.GetAllDataRows();
|
||||
if (allConfigs.Length > 0)
|
||||
{
|
||||
return allConfigs[0];
|
||||
}
|
||||
|
||||
if (!_enemyConfigMissingLogged)
|
||||
{
|
||||
Log.Warning("EnemyManagerComponent found no enemy configs.");
|
||||
_enemyConfigMissingLogged = true;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public int ResolveScaledEnemyBaseHp(int baseHp, CombatScheduler combatScheduler)
|
||||
{
|
||||
int resolvedBaseHp = Mathf.Max(1, baseHp);
|
||||
int completedLoopCount = ResolveCompletedLoopCount(combatScheduler);
|
||||
if (completedLoopCount <= 0)
|
||||
{
|
||||
return resolvedBaseHp;
|
||||
}
|
||||
|
||||
double scaled = resolvedBaseHp * Math.Pow(2d, completedLoopCount);
|
||||
if (scaled >= int.MaxValue)
|
||||
{
|
||||
return int.MaxValue;
|
||||
}
|
||||
|
||||
return Math.Max(1, (int)Math.Round(scaled));
|
||||
}
|
||||
|
||||
private static int ResolveCompletedLoopCount(CombatScheduler combatScheduler)
|
||||
{
|
||||
if (combatScheduler == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int phaseCount = combatScheduler.PhaseCount;
|
||||
int displayPhaseIndex = combatScheduler.DisplayPhaseIndex;
|
||||
if (phaseCount <= 0 || displayPhaseIndex <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Mathf.Max(0, (displayPhaseIndex - 1) / phaseCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: be15abd89ef8487eabfe09816f202a98
|
||||
timeCreated: 1772441787
|
||||
|
|
@ -0,0 +1,75 @@
|
|||
using System.Collections.Generic;
|
||||
using GeometryTD.DataTable;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
internal sealed class EnemyLifecycleTracker
|
||||
{
|
||||
private readonly HashSet<int> _trackedEnemyEntityIds = new();
|
||||
private readonly Dictionary<int, DREnemy> _trackedEnemyConfigByEntityId = new();
|
||||
|
||||
public int AliveEnemyCount { get; private set; }
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_trackedEnemyEntityIds.Clear();
|
||||
_trackedEnemyConfigByEntityId.Clear();
|
||||
AliveEnemyCount = 0;
|
||||
}
|
||||
|
||||
public void TrackEnemy(int entityId, DREnemy enemyConfig)
|
||||
{
|
||||
_trackedEnemyEntityIds.Add(entityId);
|
||||
_trackedEnemyConfigByEntityId[entityId] = enemyConfig;
|
||||
}
|
||||
|
||||
public bool Contains(int entityId)
|
||||
{
|
||||
return _trackedEnemyEntityIds.Contains(entityId);
|
||||
}
|
||||
|
||||
public void HandleShowSuccess(int entityId)
|
||||
{
|
||||
if (_trackedEnemyEntityIds.Contains(entityId))
|
||||
{
|
||||
AliveEnemyCount++;
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleShowFailure(int entityId)
|
||||
{
|
||||
_trackedEnemyEntityIds.Remove(entityId);
|
||||
_trackedEnemyConfigByEntityId.Remove(entityId);
|
||||
}
|
||||
|
||||
public bool TryHandleHideComplete(int entityId, out DREnemy enemyConfig)
|
||||
{
|
||||
enemyConfig = null;
|
||||
if (!_trackedEnemyEntityIds.Remove(entityId))
|
||||
{
|
||||
_trackedEnemyConfigByEntityId.Remove(entityId);
|
||||
return false;
|
||||
}
|
||||
|
||||
_trackedEnemyConfigByEntityId.TryGetValue(entityId, out enemyConfig);
|
||||
_trackedEnemyConfigByEntityId.Remove(entityId);
|
||||
AliveEnemyCount = Mathf.Max(0, AliveEnemyCount - 1);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void CopyTrackedEntityIdsTo(List<int> buffer)
|
||||
{
|
||||
if (buffer == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buffer.Clear();
|
||||
foreach (int trackedEnemyEntityId in _trackedEnemyEntityIds)
|
||||
{
|
||||
buffer.Add(trackedEnemyEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0437a4bd33e6a83429ef65cb81a2da0b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,241 @@
|
|||
using System.Collections.Generic;
|
||||
using GameFramework.Event;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.Entity;
|
||||
using GeometryTD.Entity.EntityData;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public class EnemyManager
|
||||
{
|
||||
private readonly List<int> _trackedEnemyIdBuffer = new();
|
||||
private readonly EnemySpawnDirector _enemySpawnDirector = new();
|
||||
private readonly EnemyConfigService _enemyConfigService = new();
|
||||
private readonly SpawnerResolver _spawnerResolver = new();
|
||||
private readonly EnemyLifecycleTracker _enemyLifecycleTracker = new();
|
||||
|
||||
private CombatScheduler _combatScheduler;
|
||||
private EntityComponent _entity;
|
||||
|
||||
private int _defeatedEnemyCount;
|
||||
private bool _initialized;
|
||||
|
||||
public int AliveEnemyCount => _enemyLifecycleTracker.AliveEnemyCount;
|
||||
public int DefeatedEnemyCount => _defeatedEnemyCount;
|
||||
public bool IsPhaseSpawnCompleted => _enemySpawnDirector.IsPhaseSpawnCompleted;
|
||||
public bool IsPhaseRunning => _enemySpawnDirector.IsPhaseRunning;
|
||||
|
||||
public void OnInit(CombatScheduler combatScheduler)
|
||||
{
|
||||
_combatScheduler = combatScheduler;
|
||||
if (_initialized)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_entity = GameEntry.Entity;
|
||||
_defeatedEnemyCount = 0;
|
||||
_enemySpawnDirector.Reset();
|
||||
_enemyConfigService.Reset();
|
||||
_spawnerResolver.Reset();
|
||||
_trackedEnemyIdBuffer.Clear();
|
||||
_enemyLifecycleTracker.Reset();
|
||||
|
||||
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
|
||||
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
|
||||
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
public void BeginPhase(DRLevelPhase phase, IReadOnlyList<DRLevelSpawnEntry> spawnEntries)
|
||||
{
|
||||
if (!_initialized || _combatScheduler == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_ = phase;
|
||||
EndPhase();
|
||||
_spawnerResolver.RefreshCache(_combatScheduler, true);
|
||||
_enemySpawnDirector.BeginPhase(spawnEntries);
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
if (!_initialized || _combatScheduler == null || !_enemySpawnDirector.IsPhaseRunning)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_spawnerResolver.RefreshCache(_combatScheduler, false);
|
||||
_enemySpawnDirector.OnUpdate(elapseSeconds, SpawnEnemies);
|
||||
}
|
||||
|
||||
public void EndPhase()
|
||||
{
|
||||
_enemySpawnDirector.EndPhase();
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (!_initialized)
|
||||
{
|
||||
_combatScheduler = null;
|
||||
return;
|
||||
}
|
||||
|
||||
CleanupTrackedEnemies();
|
||||
EndPhase();
|
||||
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
|
||||
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
|
||||
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
|
||||
|
||||
_spawnerResolver.Reset();
|
||||
_trackedEnemyIdBuffer.Clear();
|
||||
_enemyLifecycleTracker.Reset();
|
||||
_defeatedEnemyCount = 0;
|
||||
_enemyConfigService.Reset();
|
||||
_combatScheduler = null;
|
||||
_initialized = false;
|
||||
}
|
||||
|
||||
public void ResetCombatStats()
|
||||
{
|
||||
_defeatedEnemyCount = 0;
|
||||
}
|
||||
|
||||
public void CleanupTrackedEnemies()
|
||||
{
|
||||
_enemyLifecycleTracker.CopyTrackedEntityIdsTo(_trackedEnemyIdBuffer);
|
||||
if (_trackedEnemyIdBuffer.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enemyLifecycleTracker.Reset();
|
||||
|
||||
if (_entity == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _trackedEnemyIdBuffer.Count; i++)
|
||||
{
|
||||
int trackedEnemyEntityId = _trackedEnemyIdBuffer[i];
|
||||
if (_entity.HasEntity(trackedEnemyEntityId) || _entity.IsLoadingEntity(trackedEnemyEntityId))
|
||||
{
|
||||
_entity.HideEntity(trackedEnemyEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnEnemies(DRLevelSpawnEntry entry, int spawnCount)
|
||||
{
|
||||
if (spawnCount <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_spawnerResolver.TryResolveSpawnPath(_combatScheduler, entry.SpawnPointId, out IReadOnlyList<Vector3> pathPoints))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DREnemy enemyConfig = _enemyConfigService.GetEnemyConfig(entry.EnemyId);
|
||||
if (enemyConfig == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int scaledBaseHp = _enemyConfigService.ResolveScaledEnemyBaseHp(enemyConfig.BaseHp, _combatScheduler);
|
||||
|
||||
for (int i = 0; i < spawnCount; i++)
|
||||
{
|
||||
int enemyEntityId = _entity.GenerateSerialId();
|
||||
_enemyLifecycleTracker.TrackEnemy(enemyEntityId, enemyConfig);
|
||||
EnemyData enemyData = new EnemyData(
|
||||
enemyEntityId,
|
||||
enemyConfig.EntityId,
|
||||
pathPoints[0],
|
||||
scaledBaseHp,
|
||||
enemyConfig.Speed,
|
||||
pathPoints);
|
||||
_entity.ShowEnemy(enemyData);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShowEntitySuccess(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is ShowEntitySuccessEventArgs ne)) return;
|
||||
|
||||
if (ne.EntityLogicType == typeof(EnemyEntity) &&
|
||||
_enemyLifecycleTracker.Contains(ne.Entity.Id))
|
||||
{
|
||||
_enemyLifecycleTracker.HandleShowSuccess(ne.Entity.Id);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShowEntityFailure(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is ShowEntityFailureEventArgs ne))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ne.EntityLogicType != typeof(EnemyEntity))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enemyLifecycleTracker.HandleShowFailure(ne.EntityId);
|
||||
}
|
||||
|
||||
private void OnHideEntityComplete(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is HideEntityCompleteEventArgs ne))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_enemyLifecycleTracker.TryHandleHideComplete(ne.EntityId, out DREnemy enemyConfig))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool wasKilled = EnemyEntity.TryConsumeKilledFlag(ne.EntityId);
|
||||
bool isCombatRunning = _combatScheduler != null && _combatScheduler.IsRunning;
|
||||
int baseDamage = 0;
|
||||
int droppedCoin = 0;
|
||||
int droppedGold = 0;
|
||||
if (enemyConfig != null)
|
||||
{
|
||||
baseDamage = Mathf.Max(0, enemyConfig.BaseDamage);
|
||||
if (wasKilled)
|
||||
{
|
||||
droppedCoin = Mathf.Max(0, enemyConfig.DropCoin);
|
||||
float dropRate = enemyConfig.DropPercent > 1f
|
||||
? Mathf.Clamp01(enemyConfig.DropPercent * 0.01f)
|
||||
: Mathf.Clamp01(enemyConfig.DropPercent);
|
||||
if (enemyConfig.DropGold > 0 && dropRate > 0f && Random.value <= dropRate)
|
||||
{
|
||||
droppedGold = Mathf.Max(0, enemyConfig.DropGold);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isCombatRunning && wasKilled)
|
||||
{
|
||||
_defeatedEnemyCount++;
|
||||
_combatScheduler.OnEnemyDefeatedRewardResolved(droppedCoin, droppedGold);
|
||||
}
|
||||
else if (isCombatRunning && baseDamage > 0)
|
||||
{
|
||||
_combatScheduler.OnEnemyReachedBase(baseDamage);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,203 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
internal sealed class EnemySpawnDirector
|
||||
{
|
||||
private sealed class SpawnEntryRuntime
|
||||
{
|
||||
public DRLevelSpawnEntry Entry;
|
||||
public bool Completed;
|
||||
public float NextTriggerTime;
|
||||
public float EndTime;
|
||||
public int RemainingCount;
|
||||
}
|
||||
|
||||
private const float MinStreamInterval = 0.05f;
|
||||
private const float MinBurstGap = 0.01f;
|
||||
|
||||
private readonly List<SpawnEntryRuntime> _spawnRuntimes = new();
|
||||
private float _phaseElapsed;
|
||||
|
||||
public bool IsPhaseSpawnCompleted { get; private set; } = true;
|
||||
public bool IsPhaseRunning { get; private set; }
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
EndPhase();
|
||||
}
|
||||
|
||||
public void BeginPhase(IReadOnlyList<DRLevelSpawnEntry> spawnEntries)
|
||||
{
|
||||
EndPhase();
|
||||
|
||||
_phaseElapsed = 0f;
|
||||
IsPhaseRunning = true;
|
||||
IsPhaseSpawnCompleted = false;
|
||||
if (spawnEntries != null)
|
||||
{
|
||||
for (int i = 0; i < spawnEntries.Count; i++)
|
||||
{
|
||||
SpawnEntryRuntime runtime = BuildSpawnRuntime(spawnEntries[i]);
|
||||
if (runtime != null)
|
||||
{
|
||||
_spawnRuntimes.Add(runtime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IsPhaseSpawnCompleted = _spawnRuntimes.Count <= 0;
|
||||
}
|
||||
|
||||
public void OnUpdate(float elapseSeconds, Action<DRLevelSpawnEntry, int> spawnAction)
|
||||
{
|
||||
if (!IsPhaseRunning || spawnAction == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_phaseElapsed += elapseSeconds;
|
||||
UpdateSpawnRuntimes(spawnAction);
|
||||
}
|
||||
|
||||
public void EndPhase()
|
||||
{
|
||||
IsPhaseRunning = false;
|
||||
_phaseElapsed = 0f;
|
||||
_spawnRuntimes.Clear();
|
||||
IsPhaseSpawnCompleted = true;
|
||||
}
|
||||
|
||||
private SpawnEntryRuntime BuildSpawnRuntime(DRLevelSpawnEntry entry)
|
||||
{
|
||||
if (entry == null || entry.EntryType == EntryType.None)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
SpawnEntryRuntime runtime = new SpawnEntryRuntime
|
||||
{
|
||||
Entry = entry,
|
||||
Completed = false,
|
||||
NextTriggerTime = Mathf.Max(0f, entry.StartTime),
|
||||
EndTime = Mathf.Max(0f, entry.StartTime),
|
||||
RemainingCount = Mathf.Max(0, entry.Count)
|
||||
};
|
||||
|
||||
switch (entry.EntryType)
|
||||
{
|
||||
case EntryType.Stream:
|
||||
{
|
||||
float duration = Mathf.Max(0f, entry.Duration);
|
||||
runtime.EndTime = duration > 0f ? runtime.NextTriggerTime + duration : runtime.NextTriggerTime;
|
||||
runtime.Completed = entry.Count <= 0;
|
||||
return runtime;
|
||||
}
|
||||
case EntryType.Burst:
|
||||
case EntryType.Boss:
|
||||
runtime.Completed = runtime.RemainingCount <= 0;
|
||||
return runtime;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSpawnRuntimes(Action<DRLevelSpawnEntry, int> spawnAction)
|
||||
{
|
||||
bool allCompleted = true;
|
||||
for (int i = 0; i < _spawnRuntimes.Count; i++)
|
||||
{
|
||||
SpawnEntryRuntime runtime = _spawnRuntimes[i];
|
||||
if (runtime.Completed)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (runtime.Entry.EntryType)
|
||||
{
|
||||
case EntryType.Stream:
|
||||
ProcessStreamRuntime(runtime, spawnAction);
|
||||
break;
|
||||
case EntryType.Burst:
|
||||
case EntryType.Boss:
|
||||
ProcessBurstRuntime(runtime, spawnAction);
|
||||
break;
|
||||
default:
|
||||
runtime.Completed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!runtime.Completed)
|
||||
{
|
||||
allCompleted = false;
|
||||
}
|
||||
}
|
||||
|
||||
IsPhaseSpawnCompleted = allCompleted;
|
||||
}
|
||||
|
||||
private void ProcessStreamRuntime(SpawnEntryRuntime runtime, Action<DRLevelSpawnEntry, int> spawnAction)
|
||||
{
|
||||
if (_phaseElapsed < runtime.NextTriggerTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int countPerWave = Mathf.Max(0, runtime.Entry.Count);
|
||||
if (countPerWave <= 0)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float interval = runtime.Entry.Interval > 0f ? runtime.Entry.Interval : MinStreamInterval;
|
||||
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.NextTriggerTime <= runtime.EndTime)
|
||||
{
|
||||
spawnAction(runtime.Entry, countPerWave);
|
||||
runtime.NextTriggerTime += interval;
|
||||
}
|
||||
|
||||
if (runtime.NextTriggerTime > runtime.EndTime)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessBurstRuntime(SpawnEntryRuntime runtime, Action<DRLevelSpawnEntry, int> spawnAction)
|
||||
{
|
||||
if (_phaseElapsed < runtime.NextTriggerTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (runtime.RemainingCount <= 0)
|
||||
{
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float gap = runtime.Entry.Gap;
|
||||
if (gap <= 0f)
|
||||
{
|
||||
spawnAction(runtime.Entry, runtime.RemainingCount);
|
||||
runtime.RemainingCount = 0;
|
||||
runtime.Completed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
gap = Mathf.Max(gap, MinBurstGap);
|
||||
while (_phaseElapsed >= runtime.NextTriggerTime && runtime.RemainingCount > 0)
|
||||
{
|
||||
spawnAction(runtime.Entry, 1);
|
||||
runtime.RemainingCount--;
|
||||
runtime.NextTriggerTime += gap;
|
||||
}
|
||||
|
||||
runtime.Completed = runtime.RemainingCount <= 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2f7a94ed9eec61c4ea165b6904613ab6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,110 @@
|
|||
using System.Collections.Generic;
|
||||
using GeometryTD.Entity;
|
||||
using GeometryTD.Map;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
internal sealed class SpawnerResolver
|
||||
{
|
||||
private readonly List<Spawner> _spawners = new();
|
||||
private readonly Dictionary<int, Spawner> _spawnerByOrder = new();
|
||||
private readonly List<Vector3> _pathBuffer = new();
|
||||
|
||||
private int _nextSpawnerIndex;
|
||||
private int _currentMapEntityId;
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_pathBuffer.Clear();
|
||||
_nextSpawnerIndex = 0;
|
||||
_currentMapEntityId = 0;
|
||||
}
|
||||
|
||||
public void RefreshCache(CombatScheduler combatScheduler, bool force)
|
||||
{
|
||||
MapEntity currentMap = combatScheduler != null ? combatScheduler.CurrentMap : null;
|
||||
if (currentMap == null)
|
||||
{
|
||||
Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!force && _currentMapEntityId == currentMap.Id && _spawners.Count > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_spawners.Clear();
|
||||
_spawnerByOrder.Clear();
|
||||
_nextSpawnerIndex = 0;
|
||||
_currentMapEntityId = currentMap.Id;
|
||||
|
||||
Spawner[] mapSpawners = currentMap.Spawners;
|
||||
for (int i = 0; i < mapSpawners.Length; i++)
|
||||
{
|
||||
Spawner spawner = mapSpawners[i];
|
||||
if (spawner == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!currentMap.TryGetDefaultPathCells(spawner, out _))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_spawners.Add(spawner);
|
||||
if (spawner.SpawnOrder > 0 && !_spawnerByOrder.ContainsKey(spawner.SpawnOrder))
|
||||
{
|
||||
_spawnerByOrder[spawner.SpawnOrder] = spawner;
|
||||
}
|
||||
}
|
||||
|
||||
_spawners.Sort((left, right) => left.SpawnOrder.CompareTo(right.SpawnOrder));
|
||||
}
|
||||
|
||||
public bool TryResolveSpawnPath(CombatScheduler combatScheduler, int spawnPointId, out IReadOnlyList<Vector3> pathPoints)
|
||||
{
|
||||
pathPoints = null;
|
||||
MapEntity currentMap = combatScheduler != null ? combatScheduler.CurrentMap : null;
|
||||
if (currentMap == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Spawner spawner = ResolveSpawner(spawnPointId);
|
||||
if (spawner == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!currentMap.TryFindPathWorldPoints(spawner, null, _pathBuffer) || _pathBuffer.Count <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
pathPoints = _pathBuffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
private Spawner ResolveSpawner(int spawnPointId)
|
||||
{
|
||||
if (spawnPointId > 0 && _spawnerByOrder.TryGetValue(spawnPointId, out Spawner mappedSpawner))
|
||||
{
|
||||
return mappedSpawner;
|
||||
}
|
||||
|
||||
if (_spawners.Count <= 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Spawner fallbackSpawner = _spawners[_nextSpawnerIndex % _spawners.Count];
|
||||
_nextSpawnerIndex++;
|
||||
return fallbackSpawner;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e3978ec852f64184e8393143a1c5484d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -28,10 +28,15 @@ namespace GeometryTD.DataTable
|
|||
public string Name { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取底座组件攻击速度数组
|
||||
/// 获取底座组件攻击速度数组(秒/次)
|
||||
/// </summary>
|
||||
public float[] AttackSpeed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取底座组件每级提升攻击速度(值为负数)
|
||||
/// </summary>
|
||||
public float AttackSpeedPerLevel { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取攻击属性
|
||||
/// </summary>
|
||||
|
|
@ -62,6 +67,7 @@ namespace GeometryTD.DataTable
|
|||
EntityId = int.Parse(columnStrings[index++]);
|
||||
Name = columnStrings[index++];
|
||||
AttackSpeed = GenerateAttackSpeed(columnStrings[index++]);
|
||||
AttackSpeedPerLevel = float.Parse(columnStrings[index++]);
|
||||
AttackPropertyType = EnumUtility<AttackPropertyType>.Get(columnStrings[index++]);
|
||||
Constraint = columnStrings[index++];
|
||||
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
|
||||
|
|
|
|||
|
|
@ -32,11 +32,21 @@ namespace GeometryTD.DataTable
|
|||
/// </summary>
|
||||
public float[] RotateSpeed { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取轴承组件每级提升旋转速度
|
||||
/// </summary>
|
||||
public float RotateSpeedPerLevel { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取攻击范围
|
||||
/// </summary>
|
||||
public float[] AttackRange { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取每级提升攻击范围
|
||||
/// </summary>
|
||||
public float AttackRangePerLevel { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取属性约束
|
||||
/// </summary>
|
||||
|
|
@ -62,7 +72,9 @@ namespace GeometryTD.DataTable
|
|||
EntityId = int.Parse(columnStrings[index++]);
|
||||
Name = columnStrings[index++];
|
||||
RotateSpeed = GenerateFloatArray(columnStrings[index++]);
|
||||
RotateSpeedPerLevel = float.Parse(columnStrings[index++]);
|
||||
AttackRange = GenerateFloatArray(columnStrings[index++]);
|
||||
AttackRangePerLevel = float.Parse(columnStrings[index++]);
|
||||
Constraint = columnStrings[index++];
|
||||
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
|
||||
|
||||
|
|
|
|||
|
|
@ -32,6 +32,11 @@ namespace GeometryTD.DataTable
|
|||
/// </summary>
|
||||
public int[] AttackDamage { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取枪口组件每级提升攻击伤害值
|
||||
/// </summary>
|
||||
public int AttackDamagePerLevel { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 获取攻击伤害浮动
|
||||
/// </summary>
|
||||
|
|
@ -67,6 +72,7 @@ namespace GeometryTD.DataTable
|
|||
EntityId = int.Parse(columnStrings[index++]);
|
||||
Name = columnStrings[index++];
|
||||
AttackDamage = GenerateAttackDamage(columnStrings[index++]);
|
||||
AttackDamagePerLevel = int.Parse(columnStrings[index++]);
|
||||
DamageRandomRate = float.Parse(columnStrings[index++]);
|
||||
AttackMethodType = EnumUtility<AttackMethodType>.Get(columnStrings[index++]);
|
||||
Constraint = columnStrings[index++];
|
||||
|
|
|
|||
|
|
@ -0,0 +1,72 @@
|
|||
using GeometryTD.CustomUtility;
|
||||
using GeometryTD.Definition;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 局外道具掉落池配置表。
|
||||
/// </summary>
|
||||
public class DROutGameDropPool : DataRowBase
|
||||
{
|
||||
private int m_Id = 0;
|
||||
|
||||
public override int Id => m_Id;
|
||||
|
||||
public LevelThemeType LevelThemeType { get; private set; }
|
||||
public RarityType Rarity { get; private set; }
|
||||
public string ItemType { get; private set; }
|
||||
public int ItemId { get; private set; }
|
||||
public int Weight { get; private set; }
|
||||
public int MinPhase { get; private set; }
|
||||
public int MaxPhase { get; private set; }
|
||||
|
||||
public override bool ParseDataRow(string dataRowString, object userData)
|
||||
{
|
||||
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
|
||||
for (int i = 0; i < columnStrings.Length; i++)
|
||||
{
|
||||
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
|
||||
}
|
||||
|
||||
int index = 0;
|
||||
index++;
|
||||
m_Id = int.Parse(columnStrings[index++]);
|
||||
index++;
|
||||
LevelThemeType = EnumUtility<LevelThemeType>.Get(columnStrings[index++]);
|
||||
Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
|
||||
ItemType = columnStrings[index++];
|
||||
ItemId = ParseIntOrDefault(columnStrings[index++], 0);
|
||||
Weight = ParseIntOrDefault(columnStrings[index++], 1);
|
||||
MinPhase = ParseIntOrDefault(columnStrings[index++], 1);
|
||||
MaxPhase = ParseIntOrDefault(columnStrings[index++], int.MaxValue);
|
||||
|
||||
if (Weight <= 0)
|
||||
{
|
||||
Weight = 1;
|
||||
}
|
||||
|
||||
if (MinPhase <= 0)
|
||||
{
|
||||
MinPhase = 1;
|
||||
}
|
||||
|
||||
if (MaxPhase < MinPhase)
|
||||
{
|
||||
MaxPhase = MinPhase;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private static int ParseIntOrDefault(string raw, int fallbackValue)
|
||||
{
|
||||
if (int.TryParse(raw, out int parsed))
|
||||
{
|
||||
return parsed;
|
||||
}
|
||||
|
||||
return fallbackValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4a06af49028f1aa47acede2e0651f2c3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,31 @@
|
|||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
|
||||
namespace GeometryTD.CustomEvent
|
||||
{
|
||||
public class CombatEnemyHpRateChangedEventArgs : GameEventArgs
|
||||
{
|
||||
public static int EventId => typeof(CombatEnemyHpRateChangedEventArgs).GetHashCode();
|
||||
|
||||
public override int Id => EventId;
|
||||
|
||||
public int EnemyHpRateMultiplier { get; private set; }
|
||||
|
||||
public CombatEnemyHpRateChangedEventArgs()
|
||||
{
|
||||
EnemyHpRateMultiplier = 1;
|
||||
}
|
||||
|
||||
public static CombatEnemyHpRateChangedEventArgs Create(int enemyHpRateMultiplier)
|
||||
{
|
||||
var args = ReferencePool.Acquire<CombatEnemyHpRateChangedEventArgs>();
|
||||
args.EnemyHpRateMultiplier = enemyHpRateMultiplier > 0 ? enemyHpRateMultiplier : 1;
|
||||
return args;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
EnemyHpRateMultiplier = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7c8ba0b112fc25848bf0fbc4b5919a67
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -31,6 +31,7 @@ namespace GeometryTD.Procedure
|
|||
"ShopPrice",
|
||||
"Sound",
|
||||
"Tag",
|
||||
"OutGameDropPool",
|
||||
"UIForm",
|
||||
"UISound",
|
||||
};
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ namespace GeometryTD.UI
|
|||
public string LevelPhaseText;
|
||||
public string CoinText;
|
||||
public string BaseHpText;
|
||||
public string EnemyHpRateText;
|
||||
public bool CanPause;
|
||||
public bool CanEnd;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -23,6 +23,7 @@ namespace GeometryTD.UI
|
|||
GameEntry.Event.Subscribe(CombatProcessEventArgs.EventId, OnCombatProcessChanged);
|
||||
GameEntry.Event.Subscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
|
||||
GameEntry.Event.Subscribe(CombatBaseHpChangedEventArgs.EventId, OnCombatBaseHpChanged);
|
||||
GameEntry.Event.Subscribe(CombatEnemyHpRateChangedEventArgs.EventId, OnCombatEnemyHpRateChanged);
|
||||
}
|
||||
|
||||
protected override void UnsubscribeCustomEvents()
|
||||
|
|
@ -32,6 +33,7 @@ namespace GeometryTD.UI
|
|||
GameEntry.Event.Unsubscribe(CombatProcessEventArgs.EventId, OnCombatProcessChanged);
|
||||
GameEntry.Event.Unsubscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
|
||||
GameEntry.Event.Unsubscribe(CombatBaseHpChangedEventArgs.EventId, OnCombatBaseHpChanged);
|
||||
GameEntry.Event.Unsubscribe(CombatEnemyHpRateChangedEventArgs.EventId, OnCombatEnemyHpRateChanged);
|
||||
}
|
||||
|
||||
public int? OpenUI(CombatInfoFormRawData rawData)
|
||||
|
|
@ -92,6 +94,7 @@ namespace GeometryTD.UI
|
|||
LevelPhaseText = BuildPhaseText(rawData.CurrentPhaseIndex, rawData.TotalPhaseCount),
|
||||
CoinText = BuildCoinText(rawData.Coin),
|
||||
BaseHpText = BuildBaseHpText(rawData.BaseHp, rawData.BaseHpMax),
|
||||
EnemyHpRateText = BuildEnemyHpRateText(rawData.EnemyHpRateMultiplier),
|
||||
CanPause = rawData.CanPause,
|
||||
CanEnd = rawData.CanEnd
|
||||
};
|
||||
|
|
@ -140,6 +143,12 @@ namespace GeometryTD.UI
|
|||
return $"\u57FA\u5730\uFF1A{percent}%";
|
||||
}
|
||||
|
||||
private static string BuildEnemyHpRateText(int enemyHpRateMultiplier)
|
||||
{
|
||||
int resolvedMultiplier = enemyHpRateMultiplier > 0 ? enemyHpRateMultiplier : 1;
|
||||
return $"\u96BE\u5EA6\uFF1A{resolvedMultiplier}x";
|
||||
}
|
||||
|
||||
private void OnCombatPauseButtonClicked(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(sender is CombatInfoForm) || !(e is CombatPauseEventArgs))
|
||||
|
|
@ -197,6 +206,16 @@ namespace GeometryTD.UI
|
|||
RefreshFromUseCase();
|
||||
}
|
||||
|
||||
private void OnCombatEnemyHpRateChanged(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is CombatEnemyHpRateChangedEventArgs))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshFromUseCase();
|
||||
}
|
||||
|
||||
private void RefreshFromUseCase()
|
||||
{
|
||||
if (_useCase == null)
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@ namespace GeometryTD.UI
|
|||
public int Coin;
|
||||
public int BaseHp;
|
||||
public int BaseHpMax;
|
||||
public int EnemyHpRateMultiplier;
|
||||
public bool CanPause;
|
||||
public bool CanEnd;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,6 +35,9 @@ namespace GeometryTD.UI
|
|||
LevelThemeType themeType = level != null ? level.LevelThemeType : GameEntry.CombatNode.CurrentThemeType;
|
||||
int levelId = level != null ? level.Id : 0;
|
||||
int baseHpMax = level != null ? level.BaseHp : 0;
|
||||
int enemyHpRateMultiplier = ResolveEnemyHpRateMultiplier(
|
||||
GameEntry.CombatNode.CurrentPhaseIndex,
|
||||
GameEntry.CombatNode.CurrentLevelPhaseCount);
|
||||
|
||||
return new CombatInfoFormRawData
|
||||
{
|
||||
|
|
@ -45,9 +48,26 @@ namespace GeometryTD.UI
|
|||
Coin = GameEntry.CombatNode.CurrentCoin,
|
||||
BaseHp = GameEntry.CombatNode.CurrentBaseHp,
|
||||
BaseHpMax = baseHpMax,
|
||||
EnemyHpRateMultiplier = enemyHpRateMultiplier,
|
||||
CanPause = true,
|
||||
CanEnd = GameEntry.CombatNode.CanEndCombat
|
||||
};
|
||||
}
|
||||
|
||||
private static int ResolveEnemyHpRateMultiplier(int currentPhaseIndex, int totalPhaseCount)
|
||||
{
|
||||
if (currentPhaseIndex <= 0 || totalPhaseCount <= 0)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
int completedLoopCount = UnityEngine.Mathf.Max(0, (currentPhaseIndex - 1) / totalPhaseCount);
|
||||
if (completedLoopCount >= 30)
|
||||
{
|
||||
return int.MaxValue;
|
||||
}
|
||||
|
||||
return 1 << completedLoopCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
@ -45,6 +47,11 @@ namespace GeometryTD.UI
|
|||
_baseHpText.text = context?.BaseHpText ?? string.Empty;
|
||||
}
|
||||
|
||||
if (_enemyHpRateText != null)
|
||||
{
|
||||
_enemyHpRateText.text = context?.EnemyHpRateText ?? string.Empty;
|
||||
}
|
||||
|
||||
if (_pauseButton != null)
|
||||
{
|
||||
_pauseButton.Interactive = context?.CanPause ?? false;
|
||||
|
|
@ -113,6 +120,11 @@ namespace GeometryTD.UI
|
|||
_baseHpText.text = string.Empty;
|
||||
}
|
||||
|
||||
if (_enemyHpRateText != null)
|
||||
{
|
||||
_enemyHpRateText.text = string.Empty;
|
||||
}
|
||||
|
||||
base.OnClose(isShutdown, userData);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1505,7 +1505,7 @@ MonoBehaviour:
|
|||
m_Horizontal: 0
|
||||
m_Vertical: 1
|
||||
m_MovementType: 1
|
||||
m_Elasticity: 0.1
|
||||
m_Elasticity: 0
|
||||
m_Inertia: 1
|
||||
m_DecelerationRate: 0.135
|
||||
m_ScrollSensitivity: 1
|
||||
|
|
|
|||
|
|
@ -459,6 +459,7 @@ MonoBehaviour:
|
|||
_levelPhaseText: {fileID: 8225082572338647983}
|
||||
_coinText: {fileID: 8462322658551354788}
|
||||
_baseHpText: {fileID: 1807917018366299772}
|
||||
_enemyHpRateText: {fileID: 205084553981986984}
|
||||
_pauseButton: {fileID: 7428757802831321808}
|
||||
_endButton: {fileID: 5538219017489576212}
|
||||
--- !u!1 &7271289036404717568
|
||||
|
|
@ -629,6 +630,7 @@ RectTransform:
|
|||
- {fileID: 1726761505281868741}
|
||||
- {fileID: 4169170613063708458}
|
||||
- {fileID: 1569478724942140920}
|
||||
- {fileID: 5154404242222297291}
|
||||
m_Father: {fileID: 8136671500363545760}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
|
|
@ -662,6 +664,141 @@ MonoBehaviour:
|
|||
m_ChildScaleWidth: 0
|
||||
m_ChildScaleHeight: 0
|
||||
m_ReverseArrangement: 0
|
||||
--- !u!1 &7780165276013755249
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 5154404242222297291}
|
||||
- component: {fileID: 8116375402155163259}
|
||||
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@ -1,221 +1,127 @@
|
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# CombatNode 架构摘要
|
||||
# CombatNode Architecture
|
||||
|
||||
最后更新:2026-02-28
|
||||
最后更新:2026-03-02
|
||||
|
||||
## 1. 目标与边界
|
||||
## 1. 总览
|
||||
CombatNode 当前分为三层:
|
||||
- `CombatNodeComponent`:入口与关卡数据装配。
|
||||
- `CombatScheduler`:战斗状态机与阶段推进,以及关卡内资源结算。
|
||||
- `EnemyManager`:敌人系统 Facade(对外接口保持稳定,内部由多个子服务协作)。
|
||||
|
||||
CombatNode 子系统的目标是把“战斗节点”拆成三个稳定层:
|
||||
本文重点记录 `EnemyManager` 与 `CombatScheduler` 的职责边界(尤其资源管理收口后的模型)。
|
||||
|
||||
- `CombatNodeComponent`:节点入口与配置缓存(门面层)
|
||||
- `CombatScheduler`:单局战斗状态机(编排层)
|
||||
- `EnemyManager`:刷怪与敌人生命周期(执行层)
|
||||
## 2. EnemyManager 相关类
|
||||
|
||||
边界约束:
|
||||
|
||||
- 只负责战斗节点,不负责菜单流程切换,不负责 UI 细节。
|
||||
- 只依赖数据表和 Entity 系统,不直接持有场景流程 FSM。
|
||||
- 地图寻路由 `MapEntity` 提供能力,敌人移动由 `EnemyEntity` 自治。
|
||||
|
||||
---
|
||||
|
||||
## 2. 模块职责划分
|
||||
|
||||
## 2.1 CombatNodeComponent(门面层)
|
||||
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatNodeComponent.cs`
|
||||
### 2.1 EnemyManager(Facade)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemyManager.cs`
|
||||
|
||||
职责:
|
||||
- 对 `CombatScheduler` 提供统一接口:`OnInit / BeginPhase / OnUpdate / EndPhase / OnDestroy`。
|
||||
- 编排敌人域子服务,不承载具体业务细节。
|
||||
- 转发状态:`AliveEnemyCount`、`IsPhaseRunning`、`IsPhaseSpawnCompleted`。
|
||||
- 处理敌人实体事件(Show/Hide)后的结果上报:
|
||||
- 击杀:上报 `coin/gold` 到 `CombatScheduler.OnEnemyDefeatedRewardResolved(...)`
|
||||
- 到家:上报 `baseDamage` 到 `CombatScheduler.OnEnemyReachedBase(...)`
|
||||
|
||||
- 读取并缓存 `DRLevel / DRLevelPhase / DRLevelSpawnEntry`。
|
||||
- 按主题筛选关卡,维护 `Level -> Phase -> SpawnEntry` 映射。
|
||||
- 提供 `OnInit / StartCombat / OnUpdate / OnShutdown` 外部接口。
|
||||
- 触发节点事件:
|
||||
- `NodeEnterEventArgs`
|
||||
- `NodeCompleteEventArgs`
|
||||
不负责:
|
||||
- 不直接维护刷怪时间轴。
|
||||
- 不直接维护出生点缓存与路径查询。
|
||||
- 不直接维护敌人追踪结构。
|
||||
- 不直接维护掉落池抽样与背包库存。
|
||||
- 不直接维护敌人配置兜底和血量倍率算法。
|
||||
|
||||
不做的事:
|
||||
|
||||
- 不做阶段推进。
|
||||
- 不做刷怪时序。
|
||||
- 不做实体显示/隐藏细节。
|
||||
|
||||
## 2.2 CombatScheduler(编排层)
|
||||
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler.cs`
|
||||
### 2.2 EnemySpawnDirector(刷怪时序)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemySpawnDirector.cs`
|
||||
|
||||
职责:
|
||||
- 管理 `DRLevelSpawnEntry` 的运行时实例(`SpawnEntryRuntime`)。
|
||||
- 按时间推进 `Stream / Burst / Boss` 生成逻辑。
|
||||
- 输出“当前应生成多少敌人”,通过回调交给 `EnemyManager.SpawnEnemies` 执行。
|
||||
- 维护阶段刷怪状态:`IsPhaseRunning`、`IsPhaseSpawnCompleted`。
|
||||
|
||||
- 管理战斗状态机:`Idle -> WaitingForMap -> RunningPhase -> Completed/Failed`。
|
||||
- 加载地图实体,接收地图 show/hide 成功失败事件。
|
||||
- 按 phase 结束条件推进到下一阶段。
|
||||
- 在开始新战斗或销毁时做统一清场(地图 + 本局敌人)。
|
||||
|
||||
不做的事:
|
||||
|
||||
- 不直接计算每条刷怪规则的触发细节(交给 `EnemyManager`)。
|
||||
|
||||
## 2.3 EnemyManager(执行层)
|
||||
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager.cs`
|
||||
### 2.3 SpawnerResolver(出生点与路径)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/SpawnerResolver.cs`
|
||||
|
||||
职责:
|
||||
- 缓存当前地图可用 `Spawner`。
|
||||
- 支持 `SpawnOrder` 映射与 fallback 轮询。
|
||||
- 对外提供 `TryResolveSpawnPath(...)`,返回世界坐标路径点。
|
||||
- 在地图切换时刷新缓存,避免每次刷怪全量扫描。
|
||||
|
||||
- 将 `DRLevelSpawnEntry` 转为运行时任务(stream/burst/boss)。
|
||||
- 按时间推进刷怪任务并生成 `EnemyData`。
|
||||
- 维护本局敌人数量 `AliveEnemyCount`。
|
||||
- 维护“本局生成敌人 ID 集合”,用于准确计数与清场。
|
||||
|
||||
关键点:
|
||||
|
||||
- 生命周期归属按 `entityId` 跟踪,不再按实体组名粗粒度统计。
|
||||
- 清场可覆盖“已加载 + 加载中”的本局敌人。
|
||||
|
||||
---
|
||||
|
||||
## 3. 关键实体职责
|
||||
|
||||
## 3.1 MapEntity
|
||||
|
||||
文件:`Assets/GameMain/Scripts/Entity/EntityLogic/MapEntity.cs`
|
||||
### 2.4 EnemyLifecycleTracker(敌人生命周期追踪)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemyLifecycleTracker.cs`
|
||||
|
||||
职责:
|
||||
- 追踪本局敌人 `entityId -> DREnemy`。
|
||||
- 维护 `AliveEnemyCount`。
|
||||
- 处理 `ShowSuccess / ShowFailure / HideComplete` 对追踪状态的变更。
|
||||
- 提供批量导出 tracked ids,用于 `CleanupTrackedEnemies` 清场。
|
||||
|
||||
- 读取 Tilemap,识别 Path/Foundation 格子。
|
||||
- 为每个 `Spawner` 缓存默认可达路径。
|
||||
- 提供:
|
||||
- `TryGetDefaultPathCells`
|
||||
- `TryFindPathCells`
|
||||
- `TryFindPathWorldPoints`
|
||||
|
||||
## 3.2 EnemyEntity
|
||||
|
||||
文件:`Assets/GameMain/Scripts/Entity/EntityLogic/EnemyEntity.cs`
|
||||
### 2.5 EnemyConfigService(敌人配置与倍率)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemyConfigService.cs`
|
||||
|
||||
职责:
|
||||
- 读取 `DREnemy`,处理默认配置兜底。
|
||||
- 计算循环周目下的基础血量倍率(按 `displayPhaseIndex / phaseCount` 推导 loop)。
|
||||
- 缓存数据表引用并在 `Reset` 时清理。
|
||||
|
||||
- 按路径点移动。
|
||||
- 到达终点后调用 `HideEntity` 自行退出。
|
||||
## 3. CombatScheduler 资源收口
|
||||
|
||||
---
|
||||
### 3.1 CombatResourceManager(关卡内资源统一管理)
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatResourceManager.cs`
|
||||
|
||||
## 4. 运行时时序(简版)
|
||||
职责:
|
||||
- 统一维护关卡内资源状态:
|
||||
- `GainedCoin`、`GainedGold`
|
||||
- `BackpackInventoryData`(结算背包快照)
|
||||
- 处理击杀奖励入账:`AddEnemyDefeatedReward(...)`
|
||||
- 处理局外掉落抽样与物品构建:`TryRollOutGameItemDrop(...)`
|
||||
- 对结算 UI 提供只读快照:`GetRewardInventorySnapshot()`
|
||||
|
||||
1. 菜单触发战斗:`TestMenuFormController -> GameEntry.CombatNode.StartCombat()`
|
||||
2. `CombatNodeComponent.StartCombat()` 选关并把关卡配置交给 `CombatScheduler.Start()`
|
||||
3. `CombatScheduler.Start()` 先清理上局残留,再 `ShowMap(...)`,状态进入 `WaitingForMap`
|
||||
4. 地图加载成功事件到达,`_currentMap` 就绪
|
||||
5. `BeginNextPhase()` 进入 `RunningPhase`,`EnemyManager.BeginPhase(...)`
|
||||
6. 每帧 `OnUpdate`:
|
||||
- `CombatScheduler` 更新时间与结束条件
|
||||
- `EnemyManager` 推进刷怪任务并创建敌人
|
||||
7. 当前 phase 满足结束条件,`CompleteCurrentPhase()`,然后进入下一 phase
|
||||
8. 全 phase 完成后隐藏地图,`GameEntry.CombatNode.EndCombat()`,抛 `NodeComplete`
|
||||
### 3.2 CombatScheduler 与资源类关系
|
||||
文件:`Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
|
||||
|
||||
---
|
||||
当前模型:
|
||||
- `CombatScheduler` 持有 `_combatResourceManager`。
|
||||
- `GainedCoin/GainedGold` 属性透传资源类。
|
||||
- `OnEnemyDefeatedRewardResolved(...)` 统一触发:
|
||||
- 货币入账
|
||||
- 关卡内掉落判定
|
||||
- `EnterFinishFlow(...)` 从资源类取 `BackpackInventoryData` 作为结算数据。
|
||||
|
||||
## 5. 数据契约与 ID 规则
|
||||
## 4. 协作流程(简版)
|
||||
1. `CombatScheduler.BeginNextPhase()` 调 `EnemyManager.BeginPhase(...)`。
|
||||
2. `EnemyManager` 刷新 `SpawnerResolver` 缓存,并通知 `EnemySpawnDirector.BeginPhase(...)`。
|
||||
3. 每帧 `EnemyManager.OnUpdate(...)`:
|
||||
- `SpawnerResolver.RefreshCache(...)`
|
||||
- `EnemySpawnDirector.OnUpdate(..., SpawnEnemies)`
|
||||
4. `SpawnEnemies(...)` 执行实际生成:
|
||||
- `SpawnerResolver.TryResolveSpawnPath(...)`
|
||||
- `EnemyConfigService.GetEnemyConfig(...)`
|
||||
- `EnemyConfigService.ResolveScaledEnemyBaseHp(...)`
|
||||
- `EnemyLifecycleTracker.TrackEnemy(...)`
|
||||
- `GameEntry.Entity.ShowEnemy(...)`
|
||||
5. 敌人回收时 `EnemyManager.OnHideEntityComplete(...)`:
|
||||
- `EnemyLifecycleTracker.TryHandleHideComplete(...)`
|
||||
- 若击杀:上报 `coin/gold` 给 `CombatScheduler.OnEnemyDefeatedRewardResolved(...)`
|
||||
- 若到家:上报 `baseDamage` 给 `CombatScheduler.OnEnemyReachedBase(...)`
|
||||
6. `CombatScheduler.OnEnemyDefeatedRewardResolved(...)`:
|
||||
- `CombatResourceManager.AddEnemyDefeatedReward(...)`
|
||||
- `CombatResourceManager.TryRollOutGameItemDrop(...)`
|
||||
7. `CombatScheduler.EnterFinishFlow(...)`:
|
||||
- 读取 `CombatResourceManager.GetRewardInventorySnapshot()`
|
||||
- 打开结算 UI
|
||||
|
||||
数据来源:
|
||||
## 5. 关键不变量
|
||||
- 存活敌人数以 `EnemyLifecycleTracker.AliveEnemyCount` 为唯一真值来源。
|
||||
- 刷怪阶段状态以 `EnemySpawnDirector` 为唯一真值来源。
|
||||
- 关卡内资源以 `CombatResourceManager` 为唯一真值来源。
|
||||
- `EnemyManager` 只做敌人域编排与结果上报,不再持有奖励库存。
|
||||
- 清场必须只作用于本局 tracked 敌人,避免误伤其他实体。
|
||||
|
||||
- `DRLevel`
|
||||
- `DRLevelPhase`
|
||||
- `DRLevelSpawnEntry`
|
||||
|
||||
当前约定(依赖 ID 编码):
|
||||
|
||||
- `levelId = phaseId / 1000`
|
||||
- `phaseId = spawnEntryId / 1000`
|
||||
|
||||
影响:
|
||||
|
||||
- 新增配置时必须遵守该编码,否则 phase 和 entry 无法被正确归属。
|
||||
|
||||
建议:
|
||||
|
||||
- 若后续改数据结构,优先改成显式外键字段,减少 ID 推导耦合。
|
||||
|
||||
---
|
||||
|
||||
## 6. 结束条件模型
|
||||
|
||||
枚举:`PhaseEndType`
|
||||
|
||||
- `TimeElapsed`:按 `EndParam`(可解析 float)或 `DurationSeconds`
|
||||
- `EnemiesCleared`:`IsPhaseSpawnCompleted && AliveEnemyCount <= 0`
|
||||
- `BossDead`:当前与 `EnemiesCleared` 同判定
|
||||
- `None`:有 duration 走 duration,否则退化为清怪判定
|
||||
|
||||
实现点:`CombatScheduler.ShouldEndCurrentPhase()`
|
||||
|
||||
---
|
||||
|
||||
## 7. 生命周期与清场策略(当前实现)
|
||||
|
||||
## 7.1 地图生命周期
|
||||
|
||||
- 通过 `ShowMap` 异步加载。
|
||||
- 通过 `ShowEntitySuccess/Failure` 绑定运行态地图引用。
|
||||
- 完成关卡时隐藏地图。
|
||||
- 新战斗开始和调度器销毁前都会尝试清理地图实体。
|
||||
|
||||
## 7.2 敌人生命周期
|
||||
|
||||
- 创建时登记 `entityId` 到 `_trackedEnemyEntityIds`。
|
||||
- `ShowEntitySuccess` 仅对 tracked id 计数。
|
||||
- `HideEntityComplete` 仅对 tracked id 减计数并移除跟踪。
|
||||
- 清场时按 tracked id 隐藏(覆盖加载中和已加载实体)。
|
||||
|
||||
## 7.3 设计目标
|
||||
|
||||
- 防止跨局残留实体污染新局状态。
|
||||
- 防止其他系统 `Enemy` 组实体干扰战斗计数。
|
||||
|
||||
---
|
||||
|
||||
## 8. 扩展指南(按需求)
|
||||
|
||||
## 8.1 新增阶段结束条件
|
||||
|
||||
- 改 `PhaseEndType` 枚举。
|
||||
- 在 `ShouldEndCurrentPhase()` 增加分支。
|
||||
|
||||
## 8.2 新增刷怪条目类型
|
||||
|
||||
- 改 `EntryType` 枚举。
|
||||
- 在 `EnemyManager.BuildSpawnRuntime()` 与 `UpdateSpawnRuntimes()` 增加处理。
|
||||
|
||||
## 8.3 改选关策略
|
||||
|
||||
- 当前是随机选关:`TrySelectRandomLevel()`。
|
||||
- 可改为按难度、解锁进度、权重池。
|
||||
|
||||
## 8.4 动态阻挡/重算路径
|
||||
|
||||
- 当前 `SpawnEnemies` 调 `TryFindPathWorldPoints(spawner, null, ...)`。
|
||||
- 若支持塔阻挡,传入 `blockedCells` 并处理“无路可走”策略。
|
||||
|
||||
## 8.5 结算与奖励
|
||||
|
||||
- 推荐挂在 `CombatScheduler` 完成分支(所有 phase 完成处),不要塞进 `EnemyManager`。
|
||||
|
||||
---
|
||||
|
||||
## 9. 维护时的硬性不变量
|
||||
|
||||
- `CombatNodeComponent` 只做缓存和入口,不写战斗细节。
|
||||
- `CombatScheduler` 是唯一 phase 状态机,不在别处推进 phase。
|
||||
- `AliveEnemyCount` 必须由 tracked id 驱动,不回退到组名统计。
|
||||
- 新战斗开始前必须清场。
|
||||
- `ResetRuntime()` 必须清空地图相关运行态引用和 id。
|
||||
|
||||
---
|
||||
|
||||
## 10. 快速阅读路径(新人 10 分钟)
|
||||
|
||||
1. `CombatNodeComponent.StartCombat()`
|
||||
2. `CombatScheduler.Start() / OnUpdate() / BeginNextPhase()`
|
||||
3. `EnemyManager.BeginPhase() / OnUpdate() / SpawnEnemies()`
|
||||
4. `MapEntity.TryFindPathWorldPoints()`
|
||||
5. `EnemyEntity.DespawnOnReachHouse()`
|
||||
|
||||
这 5 个点读完,基本能覆盖 90% 战斗节点行为。
|
||||
## 6. 维护建议
|
||||
- 新增刷怪类型:优先改 `EnemySpawnDirector`。
|
||||
- 新增路径/出生规则:优先改 `SpawnerResolver`。
|
||||
- 新增敌人追踪策略:优先改 `EnemyLifecycleTracker`。
|
||||
- 新增敌人配置兜底或倍率策略:优先改 `EnemyConfigService`。
|
||||
- 新增货币/掉落/结算背包规则:优先改 `CombatResourceManager`。
|
||||
|
|
|
|||
Loading…
Reference in New Issue