geometry-tower-defense/Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager
SepComet e488a2ca0f 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。
2026-03-07 14:45:42 +08:00
..
EnemyConfigService.cs 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemyConfigService.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemyLifecycleTracker.cs refactor 4: 2026-03-07 14:45:42 +08:00
EnemyLifecycleTracker.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemyManager.cs refactor 4: 2026-03-07 14:45:42 +08:00
EnemyManager.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemySpawnDirector.cs 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
EnemySpawnDirector.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
SpawnerResolver.cs 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00
SpawnerResolver.cs.meta 补全 `CombatNode` 逻辑 + 重构 `EnemyManager` 2026-03-02 17:23:34 +08:00