添加 CombatNodeComponent 及相关类

- CombatNodeComponent:节点组件,负责提取并开始关卡
- CombatScheduler:关卡调度器,负责关卡的生命周期调度
- MapEntity:地图实体,提供地图相关的数据
- Spawner:出生点,负责标记地图上的敌人出生点坐标
- House:基地,负责标记地图上的敌人目标点坐标
This commit is contained in:
SepComet
2026-02-28 15:44:22 +08:00
parent d9c118ace3
commit dd9cedef5f
91 changed files with 37977 additions and 651 deletions
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using GeometryTD.Definition;
using UnityEngine;
@@ -14,6 +15,8 @@ namespace GeometryTD.Entity.EntityData
[SerializeField] private float _speed = 0;
[SerializeField] private Transform _player = null;
[SerializeField] private List<Vector3> _pathPoints = new List<Vector3>();
public EnemyData(int entityId, int typeId, Transform player, Vector3 pos, int maxHp, float speed) : base(
entityId, typeId)
@@ -22,6 +25,17 @@ namespace GeometryTD.Entity.EntityData
_speed = speed;
Position = pos;
_player = player;
_pathPoints.Clear();
}
public EnemyData(int entityId, int typeId, Vector3 pos, int maxHp, float speed,
IReadOnlyList<Vector3> pathPoints) : base(entityId, typeId)
{
_maxHealth = maxHp;
_speed = speed;
Position = pos;
_player = null;
SetPathPoints(pathPoints);
}
public CampType Camp
@@ -47,5 +61,23 @@ namespace GeometryTD.Entity.EntityData
get => _player;
set => _player = value;
}
public IReadOnlyList<Vector3> PathPoints => _pathPoints;
public bool HasPath => _pathPoints.Count > 0;
public void SetPathPoints(IReadOnlyList<Vector3> pathPoints)
{
_pathPoints.Clear();
if (pathPoints == null)
{
return;
}
for (int i = 0; i < pathPoints.Count; i++)
{
_pathPoints.Add(pathPoints[i]);
}
}
}
}
}
@@ -13,41 +13,37 @@ namespace GeometryTD.Entity.EntityData
[Serializable]
public abstract class EntityDataBase
{
[SerializeField]
private int m_Id = 0;
[SerializeField] private int _id = 0;
[SerializeField]
private int m_TypeId = 0;
[SerializeField] private int _typeId = 0;
[SerializeField]
private Vector3 m_Position = Vector3.zero;
[SerializeField] private Vector3 _position = Vector3.zero;
[SerializeField]
private Quaternion m_Rotation = Quaternion.identity;
[SerializeField] private Quaternion _rotation = Quaternion.identity;
public EntityDataBase(int entityId, int typeId)
{
m_Id = entityId;
m_TypeId = typeId;
_id = entityId;
_typeId = typeId;
}
/// <summary>
/// 实体编号。
/// 生成的实体编号。
/// </summary>
public int Id => m_Id;
public int Id => _id;
/// <summary>
/// 实体类型编号。
/// 实体类型编号(外键)。
/// </summary>
public int TypeId => m_TypeId;
public int TypeId => _typeId;
/// <summary>
/// 实体位置。
/// </summary>
public Vector3 Position
{
get => m_Position;
set => m_Position = value;
get => _position;
set => _position = value;
}
/// <summary>
@@ -55,8 +51,8 @@ namespace GeometryTD.Entity.EntityData
/// </summary>
public Quaternion Rotation
{
get => m_Rotation;
set => m_Rotation = value;
get => _rotation;
set => _rotation = value;
}
}
}
}
@@ -0,0 +1,27 @@
using System;
using UnityEngine;
namespace GeometryTD.Entity.EntityData
{
[Serializable]
public class MapData : EntityDataBase
{
[SerializeField] private int _levelId = 0;
public MapData(int entityId, int levelId, Vector3 position) : this(entityId, 0, levelId, position)
{
}
public MapData(int entityId, int typeId, int levelId, Vector3 position) : base(entityId, typeId)
{
_levelId = levelId;
Position = position;
}
public int LevelId
{
get => _levelId;
set => _levelId = value;
}
}
}
@@ -0,0 +1,11 @@
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