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
This commit is contained in:
SepComet
2026-03-01 13:15:53 +08:00
parent 26dc1a5600
commit 92cca14503
99 changed files with 2418 additions and 243 deletions
@@ -0,0 +1,50 @@
using GeometryTD.Definition;
namespace GeometryTD.UI
{
public class CombatInfoFormUseCase : IUIUseCase
{
public CombatInfoFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatInfoFormRawData TryRefresh()
{
return BuildModel();
}
public bool TryEndCombat()
{
if (GameEntry.CombatNode == null || !GameEntry.CombatNode.CanEndCombat)
{
return false;
}
return GameEntry.CombatNode.TryEndCombatByPlayer();
}
private static CombatInfoFormRawData BuildModel()
{
if (GameEntry.CombatNode == null)
{
return null;
}
var level = GameEntry.CombatNode.CurrentLevel;
LevelThemeType themeType = level != null ? level.LevelThemeType : GameEntry.CombatNode.CurrentThemeType;
int levelId = level != null ? level.Id : 0;
return new CombatInfoFormRawData
{
LevelThemeType = themeType,
LevelId = levelId,
CurrentPhaseIndex = GameEntry.CombatNode.CurrentPhaseIndex,
TotalPhaseCount = GameEntry.CombatNode.CurrentLevelPhaseCount,
Coin = GameEntry.CombatNode.CurrentCoin,
CanPause = true,
CanEnd = GameEntry.CombatNode.CanEndCombat
};
}
}
}
@@ -0,0 +1,11 @@
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