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 CombatInfoFormUseCase : IUIUseCase
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{
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public CombatInfoFormRawData CreateInitialModel()
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{
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return BuildModel();
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}
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public CombatInfoFormRawData TryRefresh()
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{
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return BuildModel();
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}
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public bool TryEndCombat()
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{
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if (GameEntry.CombatNode == null || !GameEntry.CombatNode.CanEndCombat)
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{
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return false;
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}
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return GameEntry.CombatNode.TryEndCombatByPlayer();
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}
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private static CombatInfoFormRawData BuildModel()
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{
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if (GameEntry.CombatNode == null)
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{
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return null;
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}
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var level = GameEntry.CombatNode.CurrentLevel;
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LevelThemeType themeType = level != null ? level.LevelThemeType : GameEntry.CombatNode.CurrentThemeType;
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int levelId = level != null ? level.Id : 0;
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return new CombatInfoFormRawData
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{
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LevelThemeType = themeType,
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LevelId = levelId,
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CurrentPhaseIndex = GameEntry.CombatNode.CurrentPhaseIndex,
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TotalPhaseCount = GameEntry.CombatNode.CurrentLevelPhaseCount,
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Coin = GameEntry.CombatNode.CurrentCoin,
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CanPause = true,
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CanEnd = GameEntry.CombatNode.CanEndCombat
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};
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}
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}
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}
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