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
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@@ -91,7 +91,6 @@ namespace GeometryTD.Entity
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_maxHealth = 0;
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_currentHealth = 0;
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_activeEnemies.Remove(this);
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_killedEnemyEntityIds.Remove(Id);
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base.OnHide(isShutdown, userData);
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}
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@@ -99,10 +98,6 @@ namespace GeometryTD.Entity
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private void OnDestroy()
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{
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_activeEnemies.Remove(this);
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if (Entity != null)
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{
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_killedEnemyEntityIds.Remove(Entity.Id);
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}
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}
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public void TakeDamage(int damage, AttackPropertyType attackPropertyType)
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@@ -196,4 +191,4 @@ namespace GeometryTD.Entity
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GameEntry.Entity.HideEntity(Entity);
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}
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}
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}
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}
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@@ -18,8 +18,8 @@ namespace GeometryTD.Entity
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[SerializeField] private bool _enableCombatSelectInput = true;
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[SerializeField] private int _towerTypeId = DefaultTowerTypeId;
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[SerializeField] private int[] _buildTowerCosts = { 80, 120, 160, 220 };
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[SerializeField] private int _upgradeCost = 80;
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[SerializeField] private int[] _buildTowerCosts = { 40, 60, 60, 80 };
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[SerializeField] private int _upgradeCost = 50;
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[SerializeField] private int _destroyGain = 40;
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private MapDataRefs _mapDataRefs;
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