refactor 7:

- 拆分 CombatScheduler,将公用方法与字段拆分为:
    - FlowCoordinator
    - RuntimeContext
- 地图侧现在收口为“MapData 初始快照 + CombatCoinChangedEventArgs 同步 + 独立命令桥接”
This commit is contained in:
2026-03-07 19:42:17 +08:00
parent eb818e6295
commit b38088c3ea
25 changed files with 1031 additions and 786 deletions
@@ -0,0 +1,85 @@
using System;
using GameFramework.Event;
using GeometryTD.CustomEvent;
using GeometryTD.Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.Map
{
public sealed class MapCombatRuntimeBridge
{
private Func<int, bool> _tryConsumeCoin;
private Action<int> _addCoin;
private bool _isCoinEventSubscribed;
public int CurrentCoin { get; private set; }
public void Initialize(MapEntityLoadContext loadContext, string mapName)
{
Reset();
MapData mapData = loadContext?.InitialMapData;
CurrentCoin = Mathf.Max(0, mapData != null ? mapData.InitialCoin : 0);
_tryConsumeCoin = loadContext?.TryConsumeCoin;
_addCoin = loadContext?.AddCoin;
if (_tryConsumeCoin == null || _addCoin == null)
{
Log.Warning(
"Map combat runtime bridge has incomplete callbacks. Map='{0}', TryConsumeCoin={1}, AddCoin={2}.",
mapName,
_tryConsumeCoin != null,
_addCoin != null);
}
GameEntry.Event.Subscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
_isCoinEventSubscribed = true;
}
public void Reset()
{
if (_isCoinEventSubscribed)
{
GameEntry.Event.Unsubscribe(CombatCoinChangedEventArgs.EventId, OnCombatCoinChanged);
_isCoinEventSubscribed = false;
}
_tryConsumeCoin = null;
_addCoin = null;
CurrentCoin = 0;
}
public bool TryConsumeCoin(int cost)
{
int requiredCoin = Mathf.Max(0, cost);
if (requiredCoin <= 0)
{
return true;
}
return _tryConsumeCoin != null && _tryConsumeCoin.Invoke(requiredCoin);
}
public void AddCoin(int coin)
{
int amount = Mathf.Max(0, coin);
if (amount <= 0)
{
return;
}
_addCoin?.Invoke(amount);
}
private void OnCombatCoinChanged(object sender, GameEventArgs e)
{
if (e is not CombatCoinChangedEventArgs args)
{
return;
}
CurrentCoin = Mathf.Max(0, args.CurrentCoin);
}
}
}
@@ -0,0 +1,11 @@
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@@ -109,9 +109,8 @@ namespace GeometryTD.Map
}
float minDistance = float.MaxValue;
for (int i = 0; i < _pathCells.Count; i++)
foreach (var candidate in _pathCells)
{
Vector3Int candidate = _pathCells[i];
float distance = (tilemap.GetCellCenterWorld(candidate) - worldPosition).sqrMagnitude;
if (distance >= minDistance)
{