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.CustomEvent;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.UI
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{
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public class TestMenuForm : UGuiForm
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{
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private TestMenuFormContext _context;
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public void RefreshUI(TestMenuFormContext context)
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{
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_context = context;
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if (_context == null)
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{
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return;
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}
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}
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public void OnCombatButtonClick()
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{
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GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Combat));
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}
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public void OnEventButtonClick()
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{
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GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Event));
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}
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public void OnShopButtonClick()
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{
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GameEntry.Event.Fire(this, TestMenuNodeClickEventArgs.Create(TestMenuNodeType.Shop));
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}
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protected override void OnOpen(object userData)
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{
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base.OnOpen(userData);
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if (userData is TestMenuFormContext context)
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{
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RefreshUI(context);
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return;
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}
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Log.Warning("TestMenuForm requires TestMenuFormContext as userData.");
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}
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protected override void OnClose(bool isShutdown, object userData)
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{
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_context = null;
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base.OnClose(isShutdown, userData);
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}
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}
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}
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@@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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