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
@@ -5,7 +5,6 @@ using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace GeometryTD.CustomComponent
{
@@ -207,33 +206,15 @@ namespace GeometryTD.CustomComponent
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)
if (isCombatRunning && wasKilled && enemyConfig != null)
{
_defeatedEnemyCount++;
_combatScheduler.OnEnemyDefeatedRewardResolved(droppedCoin, droppedGold);
_combatScheduler.OnEnemyDefeated(enemyConfig);
}
else if (isCombatRunning && baseDamage > 0)
else if (isCombatRunning && !wasKilled && enemyConfig != null)
{
_combatScheduler.OnEnemyReachedBase(baseDamage);
_combatScheduler.OnEnemyReachedBase(enemyConfig);
}
}
}