更新
This commit is contained in:
@@ -1,17 +1,27 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.MainGame.Equipment;
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using Continentis.MainGame.Saving;
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using Continentis.MainGame.UI;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using TMPro;
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using UnityEngine;
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namespace Continentis.MainGame.Combat
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{
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/// <summary>
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/// 战斗进行状态枚举
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/// </summary>
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public enum CombatState
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{
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InProgress,
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ConfirmingRound,
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Victory,
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Defeat
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}
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public partial class CombatMainManager : Singleton<CombatMainManager>
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{
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public CombatCharacterController characterController;
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@@ -23,6 +33,7 @@ namespace Continentis.MainGame.Combat
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public int currentRound;
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public int currentActionIndex;
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public CharacterBase currentCharacter;
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public CombatState combatState;
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}
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public partial class CombatMainManager
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@@ -54,6 +65,8 @@ namespace Continentis.MainGame.Combat
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{
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public void StartCombat()
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{
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combatState = CombatState.InProgress;
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foreach (CharacterBase character in characterController.characters)
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character.InitializeCards();
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@@ -62,23 +75,19 @@ namespace Continentis.MainGame.Combat
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eventCollection.onCombatStart.Invoke();
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foreach (CharacterBase character in characterController.characters)
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{
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character.eventSubmodule.onCombatStart.Invoke();
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foreach (EquipmentBase equipment in character.equipmentSubmodule.currentEquipments)
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equipment.eventSubmodule.onCombatStart.Invoke();
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}
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character.DispatchCombatStart();
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foreach (CardInstance card in characterController.characters
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.SelectMany(character => character.deckSubmodule.GetAllCards()))
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{
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card.eventSubmodule.onCombatStart.Invoke();
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}
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// 1.2b — 初始化 CombatLogs 并订阅事件
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CombatLogs.Instance.Initialize(this);
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NextRound();
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}
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public void NextRound()
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{
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// 战斗已结束则不再推进
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if (combatState != CombatState.InProgress) return;
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currentRound++;
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// UI 反馈:回合提示动画(同步,纯 UI 无逻辑影响)
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@@ -108,45 +117,67 @@ namespace Continentis.MainGame.Combat
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if (intendedCard.targets.Count > 0)
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{
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CardInstance card = intendedCard.cardInstance;
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card.eventSubmodule.onTargeting(intendedCard.targets[0]);
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card.Targeting(intendedCard.targets[0]);
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card.contentSubmodule.dirtyMark = true;
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}
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}
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}
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}
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// ── 以下所有事件入队,确保 Buff 触发的视觉效果顺序正确 ────────────
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// ── 进入"回合前确认"阶段:等待玩家点击 Confirm ───────────────────
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combatState = CombatState.ConfirmingRound;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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CombatMainPage page = CombatUIManager.Instance.combatMainPage;
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page.SetButtonAction(ConfirmRound, "Confirm", true);
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}));
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CommandBase waitSignal = Cmd.WaitForSignal(out confirmRoundSignal);
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CommandQueueManager.Instance.AddCommand(waitSignal);
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// ── 玩家确认后,回合正式开始:Buff 触发链入队 ────────────────────
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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combatState = CombatState.InProgress;
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CombatUIManager.Instance.combatMainPage.SetButtonAction(
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EndAction, "Waiting...", false);
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}));
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foreach (CharacterBase character in characterController.characters)
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{
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CharacterBase captured = character;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.eventSubmodule.onRoundStart.Invoke()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.equipmentSubmodule.currentEquipments.ForEach(
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equipment => equipment.eventSubmodule.onRoundStart.Invoke())));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.combatBuffSubmodule.RoundStart()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() => captured.DispatchRoundStart()));
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}
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// ── 所有回合开始事件处理完毕后,进入第一个行动 ────────────────────
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CommandQueueManager.Instance.AddCommand(Cmd.Do(NextAction));
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}
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/// <summary>
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/// 玩家在"回合前确认"阶段点击 Confirm 后调用,释放队列暂停信号。
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/// </summary>
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public void ConfirmRound()
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{
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if (combatState != CombatState.ConfirmingRound) return;
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confirmRoundSignal?.Invoke();
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confirmRoundSignal = null;
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}
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// 持有当前回合的信号委托,ConfirmRound() 调用后置 null 防止重复触发
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private Action confirmRoundSignal;
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public void NextAction()
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{
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// 战斗已结束则不再推进
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if (combatState != CombatState.InProgress) return;
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if (characterController.actionOrderList.Count == 0)
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{
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// 回合结束:所有角色的 onRoundEnd 和 Buff 触发均入队
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foreach (CharacterBase character in characterController.characters)
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{
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CharacterBase captured = character;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.eventSubmodule.onRoundEnd.Invoke()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.equipmentSubmodule.currentEquipments.ForEach(
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equipment => equipment.eventSubmodule.onRoundEnd.Invoke())));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(
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() => captured.combatBuffSubmodule.RoundEnd()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() => captured.DispatchRoundEnd()));
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}
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CommandQueueManager.Instance.AddCommand(Cmd.Do(NextRound));
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@@ -158,15 +189,14 @@ namespace Continentis.MainGame.Combat
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CharacterBase actionCharacter = currentCharacter;
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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actionCharacter.eventSubmodule.onActionStart.Invoke();
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actionCharacter.combatBuffSubmodule.ActionStart();
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actionCharacter.DispatchActionStart();
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actionCharacter.recordSubmodule.SetAction(currentRound, ++currentActionIndex);
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}));
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CombatMainPage combatMainPage = CombatUIManager.Instance.combatMainPage;
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if (currentCharacter is PlayerHero playerHero)
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{
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CombatMainPage combatMainPage = CombatUIManager.Instance.combatMainPage;
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playerHero.deckSubmodule.SetUpHandCardViews();
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combatMainPage.handPile.isUpdatingLayout = false;
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@@ -179,23 +209,24 @@ namespace Continentis.MainGame.Combat
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}));
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combatMainPage.combatResourcesDisplayer.SetCharacter(playerHero);
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CombatUIManager.Instance.combatMainPage.endActionButton
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.GetComponentInChildren<TMP_Text>().text = "End Action";
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = true;
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combatMainPage.SetButtonAction(EndAction, "End Action", true);
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}
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else if (currentCharacter is CombatNPC)
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{
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if (currentCharacter.fraction == Fraction.Enemy)
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Enemy Action";
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else if (currentCharacter.fraction == Fraction.Ally)
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Ally Action";
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else
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CombatUIManager.Instance.combatMainPage.endActionButton.GetComponentInChildren<TMP_Text>().text = "Others Action";
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false;
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string npcLabel = currentCharacter.fraction switch
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{
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Fraction.Enemy => "Enemy Action",
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Fraction.Ally => "Ally Action",
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_ => "Others Action"
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};
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combatMainPage.SetButtonAction(null, npcLabel, false);
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CommandQueueManager.Instance.AddCommand(Cmd.Wait(0.25f));
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// 2.3e — PreAction 钩子:NPC 出牌前
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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currentCharacter.intentionSubmodule.currentIntention.PreAction()));
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foreach (IntendedCard intendedCard in currentCharacter.intentionSubmodule.intendedCards)
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{
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IntendedCard captured = intendedCard;
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@@ -205,11 +236,15 @@ namespace Continentis.MainGame.Combat
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Cmd.Do(() => {
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captured.cardInstance.Play(captured.targets, currentCharacter);
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captured.cardInstance.DestroyIntentionCardView();
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}),
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}),
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Cmd.Wait(0.25f)
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));
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}
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// 2.3e — PostAction 钩子:NPC 出完全部卡牌后
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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currentCharacter.intentionSubmodule.currentIntention.PostAction()));
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CommandQueueManager.Instance.AddCommand(Cmd.Do(EndAction));
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}
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@@ -221,23 +256,11 @@ namespace Continentis.MainGame.Combat
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public void EndAction()
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{
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CombatUIManager.Instance.combatMainPage.endActionButton
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.GetComponentInChildren<TMP_Text>().text = "Waiting...";
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CombatUIManager.Instance.combatMainPage.endActionButton.interactable = false;
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CommandQueueManager.Instance.AddCommand(
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Cmd.Do(currentCharacter.eventSubmodule.onActionEnd.Invoke));
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foreach (CardInstance card in currentCharacter.deckSubmodule.GetAllCards())
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{
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CardInstance captured = card;
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CommandQueueManager.Instance.AddCommand(
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Cmd.Do(captured.eventSubmodule.onActionEnd.Invoke));
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}
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CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Waiting...", false);
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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{
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currentCharacter.combatBuffSubmodule.ActionEnd();
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currentCharacter.DispatchActionEnd();
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if (currentCharacter is PlayerHero playerHero)
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{
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@@ -259,4 +282,73 @@ namespace Continentis.MainGame.Combat
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}));
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}
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}
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public partial class CombatMainManager
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{
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/// <summary>
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/// 结束战斗,触发胜负流程。由 CombatCharacterController.CheckCombatEnd() 调用。
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/// </summary>
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public void EndCombat(bool isVictory)
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{
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// 防止重复触发
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if (combatState != CombatState.InProgress) return;
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combatState = isVictory ? CombatState.Victory : CombatState.Defeat;
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// 触发战斗结束全局事件
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eventCollection.onCombatEnd.Invoke();
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foreach (CharacterBase character in characterController.characters)
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character.DispatchCombatEnd();
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// 清理所有卡牌 Logic 的托管订阅
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foreach (CharacterBase character in characterController.characters)
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foreach (CardInstance card in character.deckSubmodule.GetAllCards())
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card.cardLogic?.Dispose();
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if (isVictory)
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{
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CombatVictory();
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}
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else
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{
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CombatDefeat();
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}
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}
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/// <summary>
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/// 战斗胜利处理:收集战后英雄 HP,通知 MainGameManager 推进节点并存档。
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/// </summary>
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private void CombatVictory()
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{
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CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Victory!", false);
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// 将玩家英雄的战后 HP 与 RunSave 中的 HeroSave 对应:按 currentRun.heroes 顺序匹配
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var heroResults = new List<(string heroID, int currentHP)>();
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List<HeroSave> runHeroes = MainGameManager.Instance.currentRun?.heroes;
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if (runHeroes != null)
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{
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for (int i = 0; i < Mathf.Min(characterController.playerHeroes.Count, runHeroes.Count); i++)
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{
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int hp = Mathf.RoundToInt(characterController.playerHeroes[i].GetAttribute("Health"));
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heroResults.Add((runHeroes[i].characterDataID, hp));
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}
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}
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// CommandQueue 执行完毕后再切场景,避免队列中残余命令在新场景报错
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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MainGameManager.Instance.ExitCombat(isVictory: true, heroResults)));
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}
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/// <summary>
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/// 战斗失败处理:通知 MainGameManager 删档并返回主菜单。
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/// </summary>
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private void CombatDefeat()
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{
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CombatUIManager.Instance.combatMainPage.SetButtonAction(null, "Defeat...", false);
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CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
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MainGameManager.Instance.ExitCombat(isVictory: false)));
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}
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}
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}
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