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 +1,54 @@
using GeometryTD.CustomEvent;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public class TestMenuForm : UGuiForm
{
private TestMenuFormContext _context;
public void RefreshUI(TestMenuFormContext context)
{
_context = context;
if (_context == null)
{
return;
}
}
public void OnCombatButtonClick()
{
GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Combat));
}
public void OnEventButtonClick()
{
GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Event));
}
public void OnShopButtonClick()
{
GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Shop));
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
if (userData is TestMenuFormContext context)
{
RefreshUI(context);
return;
}
Log.Warning("TestMenuForm requires TestMenuFormContext as userData.");
}
protected override void OnClose(bool isShutdown, object userData)
{
_context = null;
base.OnClose(isShutdown, userData);
}
}
}
@@ -0,0 +1,11 @@
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