仓库组件 + 防御塔升级

- `PlayerInventoryComponent`:玩家库存组件,收集金币/组件/防御塔等道具
- 补全防御塔的升级逻辑,最高 5 级
This commit is contained in:
SepComet
2026-03-02 19:50:12 +08:00
parent 5ba94828a8
commit daba9cbdf9
20 changed files with 753 additions and 138 deletions
@@ -6,7 +6,6 @@ namespace GeometryTD.UI
{
public class CombatFinishFormUseCase : IUIUseCase
{
private readonly RepoFormUseCase _repoFormUseCase = new RepoFormUseCase();
private CombatScheduler _combatScheduler;
private int _defeatedEnemyCount;
private int _gainedGold;
@@ -57,8 +56,7 @@ namespace GeometryTD.UI
BackpackInventoryData rewardInventory = _rewardInventory;
if (rewardInventory == null)
{
RepoFormRawData repoRawData = _repoFormUseCase.CreateInitialModel();
rewardInventory = repoRawData != null ? repoRawData.Inventory : null;
rewardInventory = RepoFormUseCase.SampleInventory();
}
return new CombatFinishFormRawData
@@ -134,6 +134,11 @@ namespace GeometryTD.UI
_upgradeOption.Price = Mathf.Max(0, cost);
}
public void SetUpgradeVisible(bool visible)
{
_upgradeOption.IsVisible = visible;
}
public void SetDestroyGain(int gain)
{
_destroyOption.Price = Mathf.Max(0, gain);