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 GeometryTD.Definition;
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namespace GeometryTD.UI
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{
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public class CombatInfoFormRawData
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{
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public LevelThemeType LevelThemeType;
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public int LevelId;
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public int CurrentPhaseIndex;
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public int TotalPhaseCount;
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public int Coin;
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public bool CanPause;
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public bool CanEnd;
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}
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}
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