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
@@ -1,11 +1,4 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.DataTable;
using GameFramework.DataTable;
using System;
using GeometryTD.CustomUtility;
using GeometryTD.DataTable;
@@ -17,7 +10,7 @@ namespace GeometryTD
{
public static class EntityExtension
{
private static int s_SerialId = 0;
private static int _serialId = 0;
public static EntityBase GetGameEntity(this EntityComponent entityComponent, int entityId)
{
@@ -97,7 +90,7 @@ namespace GeometryTD
public static int GenerateSerialId(this EntityComponent entityComponent)
{
return --s_SerialId;
return --_serialId;
}
}
}