refactor 6:

- CombatInfoFormUseCase.cs 改成回调驱动:
    - 不再直接读 GameEntry.CombatNode
    - 由 CombatLoadSession.cs 在打开 CombatInfoForm 前注入 modelProvider 和 TryEndCombat 回调
- CombatSelectFormUseCase.cs 的默认 coin provider 改成返回 0,不再偷偷 fallback 到 GameEntry.CombatNode
- CombatFinishFormUseCase.cs 去掉了未准备 summary 时对 GameEntry.CombatNode 的兜底读取
- MapData.cs 进一步补充了战斗初始快照:
    - InventorySnapshot
    - ParticipantTowerSnapshot
- CombatLoadingState.cs 现在会把这些背包/参战塔快照也一起打进 MapData
- MapEntity.cs 配置建塔面板时不再直接读 PlayerInventory,改为用 MapData 里的快照
This commit is contained in:
2026-03-07 15:22:24 +08:00
parent ca7b2f2dca
commit ab7c7172b8
7 changed files with 105 additions and 47 deletions
@@ -45,7 +45,7 @@ namespace GeometryTD.CustomComponent
_currentMap = null;
}
public bool StartLoading(DRLevel level, MapData mapData, out string errorMessage)
public bool StartLoading(DRLevel level, MapData mapData, CombatScheduler scheduler, out string errorMessage)
{
errorMessage = null;
if (_entity == null)
@@ -59,7 +59,7 @@ namespace GeometryTD.CustomComponent
return false;
}
if (!TryOpenCombatInfoForm(out errorMessage))
if (!TryOpenCombatInfoForm(scheduler, out errorMessage))
{
return false;
}
@@ -249,7 +249,7 @@ namespace GeometryTD.CustomComponent
return true;
}
private bool TryOpenCombatInfoForm(out string errorMessage)
private bool TryOpenCombatInfoForm(CombatScheduler scheduler, out string errorMessage)
{
errorMessage = null;
if (_combatInfoFormUseCase == null)
@@ -258,6 +258,10 @@ namespace GeometryTD.CustomComponent
GameEntry.UIRouter.BindUIUseCase(UIFormType.CombatInfoForm, _combatInfoFormUseCase);
}
_combatInfoFormUseCase.Configure(
() => BuildCombatInfoFormRawData(scheduler),
() => scheduler != null && scheduler.CanEndCombat && scheduler.TryEndCombatByPlayer());
int? serialId = GameEntry.UIRouter.OpenUI(UIFormType.CombatInfoForm);
if (!serialId.HasValue)
{
@@ -270,6 +274,28 @@ namespace GeometryTD.CustomComponent
return true;
}
private static CombatInfoFormRawData BuildCombatInfoFormRawData(CombatScheduler scheduler)
{
if (scheduler == null)
{
return null;
}
DRLevel level = scheduler.CurrentLevel;
LevelThemeType themeType = level != null ? level.LevelThemeType : LevelThemeType.None;
int levelId = level != null ? level.Id : 0;
int baseHpMax = level != null ? Mathf.Max(0, level.BaseHp) : 0;
return CombatInfoFormUseCase.BuildRawData(
themeType,
levelId,
scheduler.DisplayPhaseIndex,
scheduler.PhaseCount,
scheduler.CurrentCoin,
scheduler.CurrentBaseHp,
baseHpMax,
scheduler.CanEndCombat);
}
private void CloseCombatInfoForm()
{
GameEntry.UIRouter.CloseUI(UIFormType.CombatInfoForm);
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using GeometryTD.Definition;
using GeometryTD.Entity.EntityData;
using GeometryTD.UI;
using UnityEngine;
namespace GeometryTD.CustomComponent
@@ -22,7 +23,7 @@ namespace GeometryTD.CustomComponent
}
MapData mapData = BuildMapData();
if (!Scheduler._loadSession.StartLoading(Scheduler._currentLevel, mapData, out string errorMessage))
if (!Scheduler._loadSession.StartLoading(Scheduler._currentLevel, mapData, Scheduler, out string errorMessage))
{
Scheduler.EnterFailureFallback($"Combat loading failed. {errorMessage}");
}
@@ -60,6 +61,12 @@ namespace GeometryTD.CustomComponent
position: Vector3.zero,
initialCoin: Scheduler._combatInRunResourceManager.CurrentCoin,
buildTowerStatsSnapshot: buildTowerStatsSnapshot,
inventorySnapshot: GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: null,
participantTowerSnapshot: GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetParticipantTowerSnapshot()
: null,
tryConsumeCoin: Scheduler.TryConsumeCoin,
addCoin: Scheduler.AddCoin);
}