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
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@@ -7,14 +7,16 @@ namespace GeometryTD.UI
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{
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public RepoFormRawData CreateInitialModel()
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{
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BackpackInventoryData sample = BuildSampleInventory();
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BackpackInventoryData sample = GameEntry.PlayerInventory != null
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? GameEntry.PlayerInventory.GetInventorySnapshot()
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: SampleInventory();
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return new RepoFormRawData
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{
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Inventory = sample
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};
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}
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private static BackpackInventoryData BuildSampleInventory()
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public static BackpackInventoryData SampleInventory()
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{
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BackpackInventoryData inventory = new BackpackInventoryData
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{
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@@ -75,11 +77,11 @@ namespace GeometryTD.UI
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BaseComponentInstanceId = baseComp.InstanceId,
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Stats = new DefenseTowerStatsData
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{
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AttackDamage = 30,
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DamageRandomRate = 0.05f,
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RotateSpeed = 12f,
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AttackRange = 2f,
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AttackSpeed = 1.5f,
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AttackDamage = new[] { 200, 220, 240, 260, 300 },
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DamageRandomRate = new[] { 0f, 0f, 0f, 0f, 0f },
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RotateSpeed = new[] { 200f, 210f, 220f, 230f, 240f },
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AttackRange = new[] { 4.5f, 4.7f, 4.9f, 5.1f, 5.3f },
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AttackSpeed = new[] { 1.5f, 1.2f, 1.1f, 1.0f, 0.8f },
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AttackMethodType = AttackMethodType.NormalBullet,
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AttackPropertyType = AttackPropertyType.Fire,
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Tags = new[] { TagType.Fire, TagType.BurnSpread }
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@@ -98,11 +100,11 @@ namespace GeometryTD.UI
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BaseComponentInstanceId = 0,
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Stats = new DefenseTowerStatsData
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{
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AttackDamage = 50,
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DamageRandomRate = 0.03f,
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RotateSpeed = 20f,
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AttackRange = 4f,
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AttackSpeed = 1f,
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AttackDamage = new[] { 200, 220, 240, 260, 300 },
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DamageRandomRate = new[] { 0f, 0f, 0f, 0f, 0f },
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RotateSpeed = new[] { 200f, 210f, 220f, 230f, 240f },
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AttackRange = new[] { 4.5f, 4.7f, 4.9f, 5.1f, 5.3f },
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AttackSpeed = new[] { 1.5f, 1.2f, 1.1f, 1.0f, 0.8f },
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AttackMethodType = AttackMethodType.NormalBullet,
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AttackPropertyType = AttackPropertyType.Physics,
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Tags = new[] { TagType.Pierce }
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