refactor 3:

- EnemyManager.cs 不再计算 droppedCoin / droppedGold / baseDamage,只在敌人隐藏完成后区分“击杀”还是“非击杀到家”,并把 DREnemy 上报给 CombatScheduler。
- CombatScheduler.cs 新增统一入口:
  - OnEnemyDefeated(DREnemy enemy):通过 EnemyDropResolver 解析掉落,再调用 CombatInRunResourceManager 入账,并按结果决定是否触发局外掉落判定。
  - OnEnemyReachedBase(DREnemy enemy):从 enemy.BaseDamage 解析伤害,再统一扣减基地血量。
This commit is contained in:
2026-03-07 14:42:19 +08:00
parent 01750e1b83
commit 91eeeaaeea
3 changed files with 24 additions and 39 deletions
@@ -26,6 +26,7 @@ namespace GeometryTD.CustomComponent
private readonly CombatLoadSession _loadSession = new();
private readonly CombatEventBridge _eventBridge = new();
private readonly CombatInRunResourceManager _combatInRunResourceManager = new();
private readonly EnemyDropResolver _enemyDropResolver = new();
private EntityComponent _entity;
private DRLevel _currentLevel;
@@ -178,14 +179,14 @@ namespace GeometryTD.CustomComponent
return _phaseLoopRuntime.TryRequestEndCombat();
}
public void OnEnemyReachedBase(int baseDamage)
public void OnEnemyReachedBase(DREnemy enemy)
{
if (!IsRunning)
{
return;
}
int resolvedBaseDamage = Mathf.Max(0, baseDamage);
int resolvedBaseDamage = enemy != null ? Mathf.Max(0, enemy.BaseDamage) : 0;
if (resolvedBaseDamage <= 0)
{
return;
@@ -194,18 +195,28 @@ namespace GeometryTD.CustomComponent
ApplyBaseDamage(resolvedBaseDamage);
}
public void OnEnemyDefeatedRewardResolved(int gainedCoin, int gainedGold)
public void OnEnemyDefeated(DREnemy enemy)
{
_combatInRunResourceManager.AddEnemyDefeatedReward(gainedCoin, gainedGold);
if (!IsRunning)
{
return;
}
_combatInRunResourceManager.TryRollOutGameItemDrop(
EnemyDropResolveContext context = new(
enemy,
_phaseLoopRuntime.DisplayPhaseIndex,
ResolveCurrentThemeType());
EnemyDropResolveResult result = _enemyDropResolver.Resolve(context);
_combatInRunResourceManager.AddEnemyDefeatedReward(result.Coin, result.Gold);
if (!result.ShouldRollOutGameItem)
{
return;
}
_combatInRunResourceManager.TryRollOutGameItemDrop(
context.DisplayPhaseIndex,
context.ThemeType);
}
public bool OnCombatFinishReturnRequested()