CombatNodeComponent 战斗节点功能补全

- 失败逻辑补全:添加基地血量,当血量归0时强制结束关卡
- `CombatInfoForm` 刷新逻辑补全:通过订阅 `CombatCoinChanged/Process/BaseHpChangedEventArgs` 来更新 UI,同时可以避免一点小变动刷新整个 UI
- `CombatSelectForm` 逻辑优化:订阅 `CombatCoinChanged` 来实时更新当前 Coin 是否满足操作条件
This commit is contained in:
SepComet
2026-03-02 12:06:36 +08:00
parent 5c7501d4fb
commit c576224991
23 changed files with 625 additions and 85 deletions
@@ -26,13 +26,18 @@ namespace GeometryTD.CustomComponent
private readonly CombatScheduler _combatScheduler = new CombatScheduler();
private bool _runtimeInitialized;
private bool _isCombatActive;
private int _currentCoin;
private int _currentGold;
private int _currentBaseHp;
private bool _lastCombatSucceeded = true;
public LevelThemeType CurrentThemeType { get; private set; }
public DRLevel CurrentLevel { get; private set; }
public int CurrentCoin => _currentCoin;
public int CurrentGold => _currentGold;
public int CurrentBaseHp => _currentBaseHp;
public bool LastCombatSucceeded => _lastCombatSucceeded;
public bool CanEndCombat => _combatScheduler.CanEndCombat;
public int LastDefeatedEnemyCount { get; private set; }
public int LastGainedCoin { get; private set; }
@@ -70,8 +75,11 @@ namespace GeometryTD.CustomComponent
CurrentThemeType = themeType;
CurrentLevel = null;
_isCombatActive = false;
_currentCoin = 0;
_currentGold = 0;
_currentBaseHp = 0;
_lastCombatSucceeded = true;
LastDefeatedEnemyCount = 0;
LastGainedCoin = 0;
LastGainedGold = 0;
@@ -208,22 +216,42 @@ namespace GeometryTD.CustomComponent
}
CurrentLevel = selectedLevel;
_isCombatActive = false;
_currentCoin = Mathf.Max(0, selectedLevel.StartCoin);
_currentGold = 0;
_currentBaseHp = Mathf.Max(0, selectedLevel.BaseHp);
_lastCombatSucceeded = true;
LastDefeatedEnemyCount = 0;
LastGainedCoin = 0;
LastGainedGold = 0;
_combatScheduler.Start(selectedLevel, phaseList, _selectedSpawnEntriesByPhaseId);
if (!_combatScheduler.Start(selectedLevel, phaseList, _selectedSpawnEntriesByPhaseId))
{
CurrentLevel = null;
_currentCoin = 0;
_currentGold = 0;
_currentBaseHp = 0;
return;
}
_isCombatActive = true;
GameEntry.Event.Fire(this, NodeEnterEventArgs.Create());
}
public void EndCombat()
{
if (!_isCombatActive)
{
return;
}
_isCombatActive = false;
LastDefeatedEnemyCount = _combatScheduler.DefeatedEnemyCount;
LastGainedCoin = _combatScheduler.GainedCoin;
LastGainedGold = _combatScheduler.GainedGold;
_currentCoin = 0;
_currentGold = 0;
_currentBaseHp = 0;
CurrentLevel = null;
GameEntry.Event.Fire(this, NodeCompleteEventArgs.Create());
}
@@ -244,26 +272,55 @@ namespace GeometryTD.CustomComponent
public void OnShutdown()
{
_isCombatActive = false;
CurrentLevel = null;
_currentCoin = 0;
_currentGold = 0;
_currentBaseHp = 0;
_lastCombatSucceeded = true;
LastDefeatedEnemyCount = 0;
LastGainedCoin = 0;
LastGainedGold = 0;
ShutdownCombatRuntime();
}
public int ApplyBaseDamage(int damage)
{
int resolvedDamage = Mathf.Max(0, damage);
if (resolvedDamage <= 0 || CurrentLevel == null || !_isCombatActive)
{
return _currentBaseHp;
}
_currentBaseHp = Mathf.Max(0, _currentBaseHp - resolvedDamage);
FireBaseHpChangedEventIfNeeded();
return _currentBaseHp;
}
public void OnCombatEndedByScheduler(bool succeeded)
{
_lastCombatSucceeded = succeeded;
EndCombat();
}
public void ApplyEnemyDropReward(int coin, int gold)
{
bool coinChanged = false;
if (coin > 0)
{
_currentCoin += coin;
coinChanged = true;
}
if (gold > 0)
{
_currentGold += gold;
}
if (coinChanged)
{
FireCoinChangedEventIfNeeded();
}
}
public bool TryConsumeCoin(int coin)
@@ -280,6 +337,7 @@ namespace GeometryTD.CustomComponent
}
_currentCoin -= requiredCoin;
FireCoinChangedEventIfNeeded();
return true;
}
@@ -292,6 +350,7 @@ namespace GeometryTD.CustomComponent
}
_currentCoin += gainCoin;
FireCoinChangedEventIfNeeded();
}
private void OnDestroy()
@@ -356,5 +415,25 @@ namespace GeometryTD.CustomComponent
return count;
}
private void FireCoinChangedEventIfNeeded()
{
if (!_isCombatActive)
{
return;
}
GameEntry.Event.Fire(this, CombatCoinChangedEventArgs.Create(_currentCoin));
}
private void FireBaseHpChangedEventIfNeeded()
{
if (!_isCombatActive)
{
return;
}
GameEntry.Event.Fire(this, CombatBaseHpChangedEventArgs.Create(_currentBaseHp));
}
}
}
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using GeometryTD.CustomEvent;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Entity;
@@ -34,6 +35,7 @@ namespace GeometryTD.CustomComponent
private bool _initialized;
private int _gainedCoin;
private int _gainedGold;
private bool _isFinishAsVictory = true;
public bool IsRunning => _state == SchedulerState.WaitingForLoading || _state == SchedulerState.RunningPhase;
public bool IsCompleted => _state == SchedulerState.Completed;
@@ -67,23 +69,19 @@ namespace GeometryTD.CustomComponent
ResetRuntime();
}
public void Start(
public bool Start(
DRLevel level,
IReadOnlyList<DRLevelPhase> phases,
IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId)
{
if (!_initialized || _entity == null)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Runtime is not initialized.");
return;
return HandleStartFailure("CombatScheduler start failed. Runtime is not initialized.");
}
if (level == null || phases == null || phases.Count <= 0)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Invalid level or phase data.");
return;
return HandleStartFailure("CombatScheduler start failed. Invalid level or phase data.");
}
CleanupAllCombatEntities();
@@ -93,6 +91,7 @@ namespace GeometryTD.CustomComponent
ResetRuntime();
_gainedCoin = 0;
_gainedGold = 0;
_isFinishAsVictory = true;
_currentLevel = level;
for (int i = 0; i < phases.Count; i++)
@@ -115,21 +114,18 @@ namespace GeometryTD.CustomComponent
_phaseLoopRuntime.SetPhases(_phaseBuffer);
if (_phaseLoopRuntime.PhaseCount <= 0)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. Level '{0}' has no phase data.", level.Id);
return;
return HandleStartFailure($"CombatScheduler start failed. Level '{level.Id}' has no phase data.");
}
if (!_loadSession.StartLoading(level, out string loadError))
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler start failed. {0}", loadError);
return;
return HandleStartFailure($"CombatScheduler start failed. {loadError}");
}
_state = SchedulerState.WaitingForLoading;
Log.Info("CombatScheduler started. Level={0}, PhaseCount={1}.", _currentLevel.Id,
_phaseLoopRuntime.PhaseCount);
return true;
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
@@ -182,22 +178,16 @@ namespace GeometryTD.CustomComponent
return false;
}
EnterFinishFlow("Combat ended by player.");
EnterFinishFlow("Combat ended by player.", true);
return true;
}
private void RefreshCombatInfoForm()
{
_loadSession.RefreshCombatInfoForm(_currentLevel);
}
private void UpdateCurrentPhase(float elapseSeconds, float realElapseSeconds)
{
DRLevelPhase currentPhase = _phaseLoopRuntime.CurrentPhase;
if (currentPhase == null)
{
_state = SchedulerState.Failed;
Log.Warning("CombatScheduler update failed. Current phase is null.");
EnterFailureFallback("CombatScheduler update failed. Current phase is null.");
return;
}
@@ -229,15 +219,16 @@ namespace GeometryTD.CustomComponent
{
if (!_phaseLoopRuntime.TryEnterNextPhase(out DRLevelPhase nextPhase))
{
EnterFinishFlow("Combat ended after loop completion.");
EnterFinishFlow("Combat ended after loop completion.", true);
return;
}
RefreshCombatInfoForm();
_spawnEntriesByPhaseId.TryGetValue(nextPhase.Id, out IReadOnlyList<DRLevelSpawnEntry> spawnEntries);
_enemyManager.BeginPhase(nextPhase, spawnEntries);
_state = SchedulerState.RunningPhase;
GameEntry.Event.Fire(
this,
CombatProcessEventArgs.Create(_phaseLoopRuntime.DisplayPhaseIndex, _phaseLoopRuntime.PhaseCount));
Log.Info(
"CombatScheduler phase started. Level={0}, Phase={1}, EndType={2}, Entries={3}.",
@@ -247,13 +238,14 @@ namespace GeometryTD.CustomComponent
spawnEntries != null ? spawnEntries.Count : 0);
}
private void EnterFinishFlow(string reason)
private void EnterFinishFlow(string reason, bool isVictory)
{
int defeatedEnemyCount = _enemyManager.DefeatedEnemyCount;
// Step 1: stop runtime and clear enemy entities only.
_enemyManager.EndPhase();
_state = SchedulerState.WaitingForFinishReturn;
_isFinishAsVictory = isVictory;
_enemyManager.CleanupTrackedEnemies();
Log.Info(
@@ -264,6 +256,34 @@ namespace GeometryTD.CustomComponent
OpenCombatFinishForm(defeatedEnemyCount, _gainedGold);
}
public void OnEnemyReachedBase(int baseDamage)
{
if (_state != SchedulerState.RunningPhase)
{
return;
}
int resolvedBaseDamage = Mathf.Max(0, baseDamage);
if (resolvedBaseDamage <= 0)
{
return;
}
CombatNodeComponent combatNode = GameEntry.CombatNode;
if (combatNode == null)
{
return;
}
int currentBaseHp = combatNode.ApplyBaseDamage(resolvedBaseDamage);
if (currentBaseHp > 0)
{
return;
}
EnterFinishFlow("Combat ended because base HP reached zero.", false);
}
private void ResetRuntime()
{
_phaseBuffer.Clear();
@@ -271,6 +291,7 @@ namespace GeometryTD.CustomComponent
_phaseLoopRuntime.Reset();
_loadSession.Reset();
_currentLevel = null;
_isFinishAsVictory = true;
_state = SchedulerState.Idle;
}
@@ -321,10 +342,37 @@ namespace GeometryTD.CustomComponent
_loadSession.Cleanup();
CloseCombatFinishForm();
_state = SchedulerState.Completed;
GameEntry.CombatNode.EndCombat();
GameEntry.CombatNode?.OnCombatEndedByScheduler(_isFinishAsVictory);
return true;
}
private bool HandleStartFailure(string errorMessage)
{
Log.Warning("{0}", errorMessage);
_state = SchedulerState.Failed;
_enemyManager.EndPhase();
CleanupAllCombatEntities();
CloseCombatFinishForm();
ResetRuntime();
return false;
}
private void EnterFailureFallback(string errorMessage)
{
if (_state == SchedulerState.Failed || _state == SchedulerState.Completed)
{
return;
}
_state = SchedulerState.Failed;
Log.Error("CombatScheduler failed. LevelId={0}, {1}", _currentLevel != null ? _currentLevel.Id : 0,
errorMessage);
_enemyManager.EndPhase();
CleanupAllCombatEntities();
CloseCombatFinishForm();
GameEntry.CombatNode?.OnCombatEndedByScheduler(false);
}
#region Event Handlers
private void OnShowEntitySuccess(ShowEntitySuccessEventArgs args)
@@ -332,8 +380,7 @@ namespace GeometryTD.CustomComponent
var status = _loadSession.HandleShowEntitySuccess(args, out string errorMessage);
if (status == CombatLoadSession.EventHandleStatus.Failed)
{
_state = SchedulerState.Failed;
Log.Error("CombatScheduler failed. {0}", errorMessage);
EnterFailureFallback(errorMessage);
return;
}
@@ -355,9 +402,7 @@ namespace GeometryTD.CustomComponent
var status = _loadSession.HandleShowEntityFailure(args, out string errorMessage);
if (status == CombatLoadSession.EventHandleStatus.Failed)
{
_state = SchedulerState.Failed;
Log.Error("CombatScheduler failed. LevelId={0}, {1}", _currentLevel != null ? _currentLevel.Id : 0,
errorMessage);
EnterFailureFallback(errorMessage);
}
}
@@ -371,8 +416,7 @@ namespace GeometryTD.CustomComponent
var status = _loadSession.HandleOpenUIFormSuccess(args, out string errorMessage);
if (status == CombatLoadSession.EventHandleStatus.Failed)
{
_state = SchedulerState.Failed;
Log.Error("CombatScheduler failed. {0}", errorMessage);
EnterFailureFallback(errorMessage);
}
}
@@ -381,8 +425,7 @@ namespace GeometryTD.CustomComponent
var status = _loadSession.HandleOpenUIFormFailure(args, out string errorMessage);
if (status == CombatLoadSession.EventHandleStatus.Failed)
{
_state = SchedulerState.Failed;
Log.Error("CombatScheduler failed. {0}", errorMessage);
EnterFailureFallback(errorMessage);
}
}
@@ -530,12 +530,14 @@ namespace GeometryTD.CustomComponent
_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
bool wasKilled = EnemyEntity.TryConsumeKilledFlag(ne.EntityId);
if (_combatScheduler != null && _combatScheduler.IsRunning && wasKilled)
bool isCombatRunning = _combatScheduler != null && _combatScheduler.IsRunning;
int baseDamage = 0;
int droppedCoin = 0;
int droppedGold = 0;
if (_trackedEnemyConfigByEntityId.TryGetValue(ne.EntityId, out DREnemy enemyConfig) && enemyConfig != null)
{
_defeatedEnemyCount++;
int droppedCoin = 0;
int droppedGold = 0;
if (_trackedEnemyConfigByEntityId.TryGetValue(ne.EntityId, out DREnemy enemyConfig) && enemyConfig != null)
baseDamage = Mathf.Max(0, enemyConfig.BaseDamage);
if (wasKilled)
{
droppedCoin = Mathf.Max(0, enemyConfig.DropCoin);
float dropRate = enemyConfig.DropPercent > 1f
@@ -546,9 +548,17 @@ namespace GeometryTD.CustomComponent
droppedGold = Mathf.Max(0, enemyConfig.DropGold);
}
}
}
if (isCombatRunning && wasKilled)
{
_defeatedEnemyCount++;
_combatScheduler.OnEnemyDefeatedRewardResolved(droppedCoin, droppedGold);
}
else if (isCombatRunning && baseDamage > 0)
{
_combatScheduler.OnEnemyReachedBase(baseDamage);
}
_trackedEnemyConfigByEntityId.Remove(ne.EntityId);
}