A1 + A2
This commit is contained in:
@@ -177,11 +177,7 @@ namespace GeometryTD.CustomComponent
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public void StartCombat(
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int levelId = 0,
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string runId = null,
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int runSeed = 0,
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int nodeId = 0,
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RunNodeType nodeType = RunNodeType.None,
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int sequenceIndex = -1)
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RunNodeExecutionContext context = null)
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{
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if (!EnsureCombatRuntimeInitialized())
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{
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@@ -232,11 +228,7 @@ namespace GeometryTD.CustomComponent
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selectedLevel,
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phaseList,
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_selectedSpawnEntriesByPhaseId,
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runId,
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runSeed,
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nodeId,
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nodeType,
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sequenceIndex))
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context))
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{
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CurrentLevel = null;
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return;
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+4
-12
@@ -69,11 +69,7 @@ namespace GeometryTD.CustomComponent
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DRLevel level,
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IReadOnlyList<DRLevelPhase> phases,
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IReadOnlyDictionary<int, IReadOnlyList<DRLevelSpawnEntry>> spawnEntriesByPhaseId,
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string runId = null,
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int runSeed = 0,
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int nodeId = 0,
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RunNodeType nodeType = RunNodeType.None,
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int sequenceIndex = -1)
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RunNodeExecutionContext context = null)
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{
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if (!_initialized || _runtime.Entity == null)
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{
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@@ -95,11 +91,7 @@ namespace GeometryTD.CustomComponent
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_runtime.DidCombatWin = true;
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_runtime.CurrentLevel = level;
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_runtime.RunId = runId;
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_runtime.RunSeed = runSeed;
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_runtime.NodeId = nodeId;
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_runtime.NodeType = nodeType;
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_runtime.SequenceIndex = sequenceIndex;
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_runtime.NodeContext = context != null ? context.Clone() : null;
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_runtime.NextDropOrdinal = 0;
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_runtime.NextRewardOrdinal = 0;
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_runtime.CombatRunResourceStore.InitializeForCombat(level);
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@@ -205,8 +197,8 @@ namespace GeometryTD.CustomComponent
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int nextDropOrdinal = _runtime.NextDropOrdinal;
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EnemyDropResult result = GameEntry.InventoryGeneration.ResolveEnemyDrop(
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context,
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_runtime.RunSeed,
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_runtime.SequenceIndex,
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_runtime.NodeContext != null ? _runtime.NodeContext.RunSeed : 0,
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_runtime.NodeContext != null ? _runtime.NodeContext.SequenceIndex : -1,
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ref nextDropOrdinal);
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_runtime.NextDropOrdinal = nextDropOrdinal;
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_runtime.CombatRunResourceStore.AddEnemyDefeatedReward(result.Coin, result.Gold);
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+19
-15
@@ -55,11 +55,7 @@ namespace GeometryTD.CustomComponent
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_runtime.DidCombatWin = true;
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_runtime.IsCompleted = false;
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_runtime.NodeEnterFired = false;
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_runtime.RunId = null;
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_runtime.RunSeed = 0;
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_runtime.NodeId = 0;
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_runtime.NodeType = RunNodeType.None;
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_runtime.SequenceIndex = -1;
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_runtime.NodeContext = null;
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_runtime.NextDropOrdinal = 0;
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_runtime.NextRewardOrdinal = 0;
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}
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@@ -203,16 +199,20 @@ namespace GeometryTD.CustomComponent
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public void CompleteNormalCombatAndNotify(bool didCombatWin)
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{
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CompleteCombat(didCombatWin);
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RunNodeExecutionContext nodeContext = _runtime.NodeContext;
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GameEntry.Event.Fire(
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this,
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NodeCompleteEventArgs.Create(
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_runtime.RunId,
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_runtime.NodeId,
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_runtime.NodeType,
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_runtime.SequenceIndex,
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nodeContext?.RunId,
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nodeContext?.NodeId ?? 0,
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nodeContext?.NodeType ?? RunNodeType.None,
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nodeContext?.SequenceIndex ?? -1,
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RunNodeCompletionStatus.Completed,
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didCombatWin,
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GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null));
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nodeContext != null
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? nodeContext.CreateCompletionSnapshot(
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GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null)
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: null));
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}
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public void CompleteFailureCombatAndNotify()
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@@ -222,16 +222,20 @@ namespace GeometryTD.CustomComponent
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CloseRewardSelectForm();
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CloseDialogForm();
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CompleteCombat(false);
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RunNodeExecutionContext nodeContext = _runtime.NodeContext;
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GameEntry.Event.Fire(
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this,
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NodeCompleteEventArgs.Create(
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_runtime.RunId,
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_runtime.NodeId,
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_runtime.NodeType,
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_runtime.SequenceIndex,
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nodeContext?.RunId,
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nodeContext?.NodeId ?? 0,
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nodeContext?.NodeType ?? RunNodeType.None,
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nodeContext?.SequenceIndex ?? -1,
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RunNodeCompletionStatus.Exception,
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false,
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GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null));
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nodeContext != null
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? nodeContext.CreateCompletionSnapshot(
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GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : null)
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: null));
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}
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public bool HandleStartFailure(string errorMessage)
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+1
-5
@@ -29,11 +29,7 @@ namespace GeometryTD.CustomComponent
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public bool IsCompleted { get; set; }
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public bool NodeEnterFired { get; set; }
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public CombatSettlementContext SettlementContext { get; set; }
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public string RunId { get; set; }
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public int RunSeed { get; set; }
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public int NodeId { get; set; }
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public RunNodeType NodeType { get; set; }
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public int SequenceIndex { get; set; }
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public RunNodeExecutionContext NodeContext { get; set; }
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public int NextDropOrdinal { get; set; }
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public int NextRewardOrdinal { get; set; }
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}
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+2
-2
@@ -21,8 +21,8 @@ namespace GeometryTD.CustomComponent
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Runtime.SettlementContext,
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Runtime.PhaseLoopRuntime.DisplayPhaseIndex,
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Coordinator.ResolveCurrentThemeType(),
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Runtime.RunSeed,
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Runtime.SequenceIndex,
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Runtime.NodeContext != null ? Runtime.NodeContext.RunSeed : 0,
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Runtime.NodeContext != null ? Runtime.NodeContext.SequenceIndex : -1,
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ref nextRewardOrdinal,
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Runtime.RewardSelectFormUseCase,
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Coordinator.OnFullBaseHpRewardSelected,
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+5
-4
@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using GeometryTD.CustomEvent;
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using GeometryTD.DataTable;
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using GeometryTD.Procedure;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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@@ -41,10 +42,10 @@ namespace GeometryTD.CustomComponent
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GameEntry.Event.Fire(
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Coordinator,
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NodeEnterEventArgs.Create(
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Runtime.RunId,
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Runtime.NodeId,
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Runtime.NodeType,
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Runtime.SequenceIndex));
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Runtime.NodeContext?.RunId,
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Runtime.NodeContext?.NodeId ?? 0,
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Runtime.NodeContext?.NodeType ?? RunNodeType.None,
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Runtime.NodeContext?.SequenceIndex ?? -1));
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}
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Log.Info(
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