geometry-tower-defense/Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler
SepComet 91eeeaaeea refactor 3:
- EnemyManager.cs 不再计算 droppedCoin / droppedGold / baseDamage,只在敌人隐藏完成后区分“击杀”还是“非击杀到家”,并把 DREnemy 上报给 CombatScheduler。
- CombatScheduler.cs 新增统一入口:
  - OnEnemyDefeated(DREnemy enemy):通过 EnemyDropResolver 解析掉落,再调用 CombatInRunResourceManager 入账,并按结果决定是否触发局外掉落判定。
  - OnEnemyReachedBase(DREnemy enemy):从 enemy.BaseDamage 解析伤害,再统一扣减基地血量。
2026-03-07 14:42:19 +08:00
..
PhaseEndConditions refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
CombatEventBridge.cs 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
CombatEventBridge.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
CombatInRunResourceManager.cs refactor 2: 迁移局内资源真值 2026-03-07 11:41:47 +08:00
CombatInRunResourceManager.cs.meta refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
CombatLoadSession.cs 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
CombatLoadSession.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
CombatScheduler.cs refactor 3: 2026-03-07 14:42:19 +08:00
CombatScheduler.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemyDropResolveContext.cs refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
EnemyDropResolveContext.cs.meta refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
EnemyDropResolveResult.cs refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
EnemyDropResolveResult.cs.meta refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
EnemyDropResolver.cs refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
EnemyDropResolver.cs.meta refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
PhaseEndConditions.meta refactor 1: 新增/重命名类定义 2026-03-07 11:30:44 +08:00
PhaseLoopRuntime.cs 拆分 CombatScheduler 状态机到独立文件 2026-03-07 11:21:07 +08:00
PhaseLoopRuntime.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00