refactor & fix
- 将 `CombatScheduler` 的职责分散到 3 个类中
- `PhaseLoopRuntime`:负责关卡各波次的调度
- `CombatLoadSession`:负责地图与 UI 等资源的加载
- `CombatEventBridge`:负责相关事件的处理
- 统一了战斗的命名为 `Combat`
- 调整了各个地图的坐标,使其位于摄像头中心
- 新增了 CombatInfoForm 展示战斗内的信息
- 补充了循环执行 LevelPhase,手动结束战斗的逻辑
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using GameFramework;
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using GameFramework.Event;
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namespace GeometryTD.CustomEvent
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{
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public class CombatEndEventArgs : GameEventArgs
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{
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public static int EventId => typeof(CombatEndEventArgs).GetHashCode();
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public override int Id => EventId;
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public CombatEndEventArgs()
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{
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}
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public static CombatEndEventArgs Create()
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{
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return ReferencePool.Acquire<CombatEndEventArgs>();
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}
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public override void Clear()
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{
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}
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}
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}
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guid: 67125e6978864d1e9a9dc95d58754ece
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timeCreated: 1772337764
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using GameFramework;
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using GameFramework.Event;
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namespace GeometryTD.CustomEvent
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{
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public class CombatPauseEventArgs : GameEventArgs
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{
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public static int EventId => typeof(CombatPauseEventArgs).GetHashCode();
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public override int Id => EventId;
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public static CombatPauseEventArgs Create()
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{
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return ReferencePool.Acquire<CombatPauseEventArgs>();
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}
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public override void Clear()
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{
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}
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}
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}
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