202 lines
7.9 KiB
Markdown
202 lines
7.9 KiB
Markdown
# CodeX TODO
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最后更新:2026-03-07
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## 当前目标
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按 `docs/CombatNodeArchitecture.md` 收敛 `CombatNode` 域职责,重点是:
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- `CombatScheduler` 收敛为“状态机管理器”,不再继续堆业务细节。
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- 局内 `Coin / Gold / BaseHp / Loot Backpack / BuildTowerSnapshots` 由 `CombatInRunResourceManager` 作为唯一真值来源。
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- `EnemyManager` 只上报敌人事件,不直接决定资源入账或状态切换。
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- `PhaseEndType` 退出条件从 `PhaseLoopRuntime` 中抽离到 `IPhaseEndCondition` 实现类。
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- 结束链、加载链、奖励选择链逐步从 `CombatScheduler.cs` 本体挪到状态类或专用服务。
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## 已完成
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### 1. 状态类拆分完成
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- `CombatScheduler.cs` 内部的嵌套状态类已经迁移到 `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/`。
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- 保留了 `partial class CombatScheduler + 嵌套类` 的结构。
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- 旧 `CombatState` 已统一替换为 `CombatStateBase`。
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/CombatStateBase.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/*.cs`
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### 2. 第一轮目标命名和骨架已建立
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- `CombatResourceManager` 已重命名为 `CombatInRunResourceManager`。
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- 已新增掉落解析骨架:
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- `EnemyDropResolveContext`
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- `EnemyDropResolveResult`
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- `EnemyDropResolver`
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- 已新增 phase end 骨架:
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- `IPhaseEndCondition`
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- `PhaseEndConditionContext`
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- `PhaseEndConditionFactory`
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- `NonePhaseEndCondition`
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- `TimeElapsedPhaseEndCondition`
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- `EnemiesClearedPhaseEndCondition`
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- `BossDeadPhaseEndCondition`
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/EnemyDropResolver.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/`
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### 3. 局内资源真值已迁到 CombatInRunResourceManager
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目前 `CombatInRunResourceManager` 已经接管:
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- `CurrentCoin`
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- `CurrentBaseHp`
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- `MaxBaseHp`
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- `GainedCoin`
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- `GainedGold`
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- 本局 `BuildTowerStats` 快照
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- 奖励背包快照
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已实现的资源接口:
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- `InitializeForCombat(DRLevel level)`
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- `MarkCombatEnded()`
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- `Reset()`
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- `TryConsumeCoin(int coin)`
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- `AddCoin(int coin)`
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- `ApplyBaseDamage(int damage)`
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- `TryGetBuildTowerStats(int buildIndex, out TowerStatsData stats)`
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- `AddEnemyDefeatedReward(int gainedCoin, int gainedGold)`
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- `AddSettlementGold(int gainedGold)`
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- `GetRewardInventorySnapshot()`
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附带完成:
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- `CombatCoinChangedEventArgs` 增加了 `DeltaCoin`
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- `CombatBaseHpChangedEventArgs` 增加了 `DeltaBaseHp`
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- coin/baseHp 变化事件现在由 `CombatInRunResourceManager` 发布,而不是 `CombatNodeComponent`
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- `Reset()` 现在会清理 `ParticipantTowerInstanceIds`
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- `Assets/GameMain/Scripts/Event/Combat/CombatCoinChangedEventArgs.cs`
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- `Assets/GameMain/Scripts/Event/Combat/CombatBaseHpChangedEventArgs.cs`
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### 4. CombatScheduler / CombatNodeComponent 已做一轮收口
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#### CombatScheduler
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- 启动时会先初始化 `CombatInRunResourceManager`
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- 提供资源转发属性:
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- `CurrentCoin`
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- `CurrentGold`
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- `CurrentBaseHp`
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- `CurrentBuildTowerCount`
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- 提供资源转发方法:
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- `TryConsumeCoin(...)`
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- `AddCoin(...)`
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- `TryGetBuildTowerStats(...)`
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- 不再通过 `CombatNodeComponent` 读写 baseHp/coin 真值
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#### CombatNodeComponent
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- 不再持有这些字段:
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- `_currentCoin`
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- `_currentGold`
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- `_currentBaseHp`
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- `_currentBuildTowerStats`
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- 当前只保留:
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- 关卡数据缓存
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- `CurrentLevel / CurrentThemeType`
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- 战斗启动/结束协调
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- 最终结算摘要字段(`LastDefeatedEnemyCount / LastGainedCoin / LastGainedGold`)
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- 对 `CombatScheduler` 的只读/操作转发
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关键文件:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatNodeComponent.cs`
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## 还没完成
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### 1. EnemyManager 事件边界还没改干净
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当前仍然存在的问题:
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- `EnemyManager` 还在自己计算 `droppedCoin / droppedGold / baseDamage`
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- 然后把这些原始数值直接传给 `CombatScheduler`
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目标状态:
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- `EnemyManager` 只上报:
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- `OnEnemyDefeated(DREnemy enemy)`
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- `OnEnemyReachedBase(DREnemy enemy)`
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- `CombatScheduler` 统一调用:
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- `EnemyDropResolver`
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- `CombatInRunResourceManager`
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下一步建议:
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- 先改 `EnemyManager` 上报签名
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- 再把 coin/gold/baseDamage 的公共副作用挪到 `CombatScheduler`
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### 2. PhaseEndCondition 骨架已建,但还没接入
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当前仍然是旧逻辑:
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- `PhaseLoopRuntime.ShouldEndCurrentPhase(...)` 还在使用
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- `CombatWaitingForPhaseEndState` 还没有改成通过 `IPhaseEndCondition` 判定
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目标状态:
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- `PhaseLoopRuntime` 只保留 phase runtime 数据
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- `CombatWaitingForPhaseEndState` 通过 `PhaseEndConditionFactory.Create(...)` 获取当前判定器
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- `PhaseEndType` 的规则不再写在 `PhaseLoopRuntime` 里
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### 3. CombatScheduler 本体仍然过重
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当前仍然还在 `CombatScheduler.cs` 里的业务:
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- 结算上下文构建
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- 基地血量结算修正
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- 奖励选择 UI 准备
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- FinishForm 打开逻辑
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- 一部分加载和清理编排
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目标状态:
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- `Loading` 负责加载和 `MapData` 组装
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- `Settlement` 负责结算上下文和奖励准入判断
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- `RewardSelection` 只处理选择流程
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- `FinishForm` 只处理展示
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- `WaitingForReturn` 只处理回退和最终清理
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### 4. MapData + Event 解耦还没开始
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当前:
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- `MapData` 只有 `LevelId`
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- `MapEntity` 仍通过 `GameEntry.CombatNode` 反查 coin / build stats
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目标状态:
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- `CombatLoadingState` 从 `CombatInRunResourceManager` 读取快照
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- `CombatLoadingState` 组装更完整的 `MapData`
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- `MapEntity` 后续通过 `MapData + Event` 获取上下文,而不是反查 `CombatNode`
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## 推荐的后续执行顺序
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1. 改 `EnemyManager` 上报边界,接入 `EnemyDropResolver`
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2. 接入 `IPhaseEndCondition`,移除 `PhaseLoopRuntime.ShouldEndCurrentPhase(...)`
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3. 把结算链逻辑从 `CombatScheduler.cs` 继续剥离到状态类
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4. 开始做 `MapData + Event` 解耦
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## 当前做变更时要记住的约束
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- 状态切换只能通过 `CombatScheduler.ChangeState(...)`
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- 不要把新业务继续堆回 `CombatScheduler.cs`
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- `CombatNodeComponent` 现在应该保持轻量 facade,不要再把 coin/baseHp/build snapshot 回流到它
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- coin/baseHp 变化事件应继续由 `CombatInRunResourceManager` 发布
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- `Failed` 只处理异常失败,不处理“基地血量归零”的正常失败路径
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## 当前关键入口文件速查
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- 状态机宿主:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatScheduler.cs`
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- 局内资源真值:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatInRunResourceManager.cs`
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- 状态类:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatStates/`
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- 加载服务:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/CombatLoadSession.cs`
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- phase runtime:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseLoopRuntime.cs`
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- phase end 条件骨架:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatScheduler/PhaseEndConditions/`
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- 敌人域 facade:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/EnemyManager/EnemyManager.cs`
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- CombatNode 入口 facade:
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- `Assets/GameMain/Scripts/CustomComponent/CombatNode/CombatNodeComponent.cs`
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## 备注
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- 当前环境没有可用的本地 C# 编译器(`dotnet / mcs / csc / msbuild / xbuild` 都不可用),所以本轮改动主要依赖文本级检查。
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- 仓库目前有一些与本任务无关的脏文件,继续改动时只聚焦 `CombatNode` 相关文件即可,不要顺手回滚无关改动。
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