refactor 4:

- CombatWaitingForPhaseEndState.cs 不再调用旧的 PhaseLoopRuntime.ShouldEndCurrentPhase(...),改为构造 PhaseEndConditionContext,再通过
PhaseEndConditionFactory.Create(currentPhase.EndType) 执行判定。
- PhaseLoopRuntime.cs 删除了旧的 phase 结束规则实现,现在只保留 phase 运行时数据管理,职责和架构文档一致。
- 为了让 BossDeadPhaseEndCondition 真正可用,我补了 boss 真值链路:
    - EnemyLifecycleTracker.cs 现在会跟踪存活 boss。
    - EnemyManager.cs 暴露 HasAliveBoss,并在 EntryType.Boss 刷怪时标记 boss 身份。
This commit is contained in:
2026-03-07 14:45:42 +08:00
parent 91eeeaaeea
commit e488a2ca0f
4 changed files with 31 additions and 51 deletions
@@ -12,7 +12,8 @@ namespace GeometryTD.CustomComponent
{
_ = realElapseSeconds;
if (Scheduler._phaseLoopRuntime.CurrentPhase == null)
var currentPhase = Scheduler._phaseLoopRuntime.CurrentPhase;
if (currentPhase == null)
{
Scheduler.EnterFailureFallback("CombatScheduler waiting phase failed. Current phase is null.");
return;
@@ -26,9 +27,14 @@ namespace GeometryTD.CustomComponent
return;
}
if (!Scheduler._phaseLoopRuntime.ShouldEndCurrentPhase(
Scheduler._enemyManager.IsPhaseSpawnCompleted,
Scheduler._enemyManager.AliveEnemyCount))
PhaseEndConditionContext context = new(
currentPhase,
Scheduler._phaseLoopRuntime.CurrentPhaseElapsed,
Scheduler._enemyManager.IsPhaseSpawnCompleted,
Scheduler._enemyManager.AliveEnemyCount,
Scheduler._enemyManager.HasAliveBoss);
IPhaseEndCondition endCondition = PhaseEndConditionFactory.Create(currentPhase.EndType);
if (!endCondition.ShouldExit(context))
{
return;
}
@@ -37,4 +43,4 @@ namespace GeometryTD.CustomComponent
}
}
}
}
}