39 lines
1.6 KiB
C#
39 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using GeometryTD.DataTable;
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using GeometryTD.Entity;
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using GeometryTD.Procedure;
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using GeometryTD.UI;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatSchedulerRuntime
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{
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public List<DRLevelPhase> PhaseBuffer { get; } = new();
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public Dictionary<int, IReadOnlyList<DRLevelSpawnEntry>> SpawnEntriesByPhaseId { get; } = new();
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public EnemyManager EnemyManager { get; } = new();
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public PhaseLoopRuntime PhaseLoopRuntime { get; } = new();
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public CombatLoadSession LoadSession { get; } = new();
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public CombatEventBridge EventBridge { get; } = new();
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public CombatRunResourceStore CombatRunResourceStore { get; } = new();
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public CombatSettlementService CombatSettlementService { get; } = new();
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public EntityComponent Entity { get; set; }
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public DRLevel CurrentLevel { get; set; }
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public CombatFinishFormUseCase CombatFinishFormUseCase { get; set; }
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public RewardSelectFormUseCase RewardSelectFormUseCase { get; set; }
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public CombatStateBase CurrentState { get; set; }
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public Action<bool> CombatEndedCallback { get; set; }
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public bool DidCombatWin { get; set; } = true;
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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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}
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}
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