This commit is contained in:
SoulliesOfficial
2026-04-01 12:23:27 -04:00
parent aff7ac0e03
commit c3b1561375
933 changed files with 114333 additions and 119360 deletions

View File

@@ -4,6 +4,7 @@ using System.Linq;
using Continentis.MainGame.Character;
using DG.Tweening;
using Lean.Pool;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UnityEngine;
using Object = UnityEngine.Object;
@@ -96,6 +97,8 @@ namespace Continentis.MainGame.Combat
npcs[fraction].Add(npc);
characters.Add(npc);
combatCharacterViews.Add(view);
CombatMainManager.Instance.eventCollection.onCharacterJoin.Invoke(npc);
}
SetViewPositions();
@@ -229,6 +232,22 @@ namespace Continentis.MainGame.Combat
Object.Destroy(character.characterView.gameObject);
SetViewPositions();
CheckCombatEnd();
}
/// <summary>
/// 检查战斗胜负条件:敌方全灭→胜利,玩家方全灭→失败。
/// </summary>
private void CheckCombatEnd()
{
if (enemies.Count == 0)
{
CombatMainManager.Instance.EndCombat(isVictory: true);
}
else if (playerHeroes.Count == 0)
{
CombatMainManager.Instance.EndCombat(isVictory: false);
}
}
}
@@ -266,10 +285,9 @@ namespace Continentis.MainGame.Combat
enemiesList.AddRange(npcs[Fraction.Ally]);
return enemiesList;
}
else // Neutral
else // Neutral:中立单位视所有非中立方为敌人
{
List<CharacterBase> enemiesList = new List<CharacterBase>();
enemiesList.AddRange(npcs[Fraction.Player]);
List<CharacterBase> enemiesList = new List<CharacterBase>(playerHeroes);
enemiesList.AddRange(npcs[Fraction.Ally]);
enemiesList.AddRange(npcs[Fraction.Enemy]);
return enemiesList;

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Continentis.MainGame.Character;
using SoftCircuits.Collections;
using SLSFramework.General;
using UnityEngine;
@@ -27,13 +28,25 @@ namespace Continentis.MainGame.Combat
/// 回合结束
/// </summary>
public OrderedDictionary<string, PrioritizedAction> onRoundEnd;
/// <summary>
/// 角色加入战场时(参数为新加入的角色)
/// </summary>
public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onCharacterJoin;
/// <summary>
/// 角色死亡时(参数为死亡角色)
/// </summary>
public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onCharacterDeath;
public CombatEventCollection()
{
onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
onRoundStart = new OrderedDictionary<string, PrioritizedAction>();
onRoundEnd = new OrderedDictionary<string, PrioritizedAction>();
onCharacterJoin = new OrderedDictionary<string, PrioritizedAction<CharacterBase>>();
onCharacterDeath = new OrderedDictionary<string, PrioritizedAction<CharacterBase>>();
}
}
}

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@@ -1,16 +1,210 @@
using System;
using System.Collections.Generic;
using System.Text;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using UnityEngine;
public class CombatLogs : MonoBehaviour
namespace Continentis.MainGame.Combat
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
public enum CombatLogType
{
RoundStart,
ActionStart,
Attack,
BuffApply,
BuffRemove,
CardPlay,
Death
}
// Update is called once per frame
void Update()
public class CombatLogEntry
{
public int round;
public int actionIndex;
public float timestamp;
public CombatLogType type;
public string message;
public Dictionary<string, object> metadata;
public CombatLogEntry(int round, int actionIndex, CombatLogType type, string message)
{
this.round = round;
this.actionIndex = actionIndex;
this.timestamp = Time.time;
this.type = type;
this.message = message;
this.metadata = new Dictionary<string, object>();
}
}
/// <summary>
/// 战斗日志系统:记录战斗中的关键事件,支持查询与格式化输出。
/// 挂载在战斗场景的 CombatMainManager 同级或子对象上。
/// </summary>
public class CombatLogs : Singleton<CombatLogs>
{
private const string LogPrefix = "[CombatLog]";
private readonly List<CombatLogEntry> allEntries = new List<CombatLogEntry>();
private CombatMainManager combatManager;
// ── 初始化与事件订阅 ──────────────────────────────────────────────
/// <summary>
/// 由 CombatMainManager.StartCombat() 调用,订阅全局及各角色事件。
/// </summary>
public void Initialize(CombatMainManager manager)
{
allEntries.Clear();
combatManager = manager;
// 订阅全局回合开始事件
manager.eventCollection.onRoundStart.InsertByPriority(
"CombatLogs_RoundStart",
new PrioritizedAction(() => LogRoundStart(manager.currentRound), 0));
// 订阅角色攻击完成事件
foreach (CharacterBase character in manager.characterController.characters)
{
SubscribeCharacterEvents(character);
}
// 订阅死亡事件
manager.eventCollection.onCharacterDeath.InsertByPriority(
"CombatLogs_Death",
new PrioritizedAction<CharacterBase>(LogDeath, 0));
}
/// <summary>为单个角色订阅攻击完成事件(可供动态加入战场的角色调用)。</summary>
public void SubscribeCharacterEvents(CharacterBase character)
{
CharacterBase captured = character;
character.eventSubmodule.onFinishAttack.InsertByPriority(
"CombatLogs_FinishAttack",
new PrioritizedAction<CharacterBase, AttackResult>(
(target, result) => LogAttack(result), 0));
}
// ── 日志写入 API ──────────────────────────────────────────────────
/// <summary>记录攻击结果。</summary>
public void LogAttack(AttackResult result)
{
string msg = result.isDodged
? $"{result.attacker.data.displayName} 攻击 {result.target.data.displayName}(闪避)"
: $"{result.attacker.data.displayName} 攻击 {result.target.data.displayName}" +
$"起始伤害={result.startDamage}, 格挡={result.blockedDamage}, " +
$"护盾={result.shieldedDamage}, 实际={result.hurtDamage}";
var entry = new CombatLogEntry(
combatManager.currentRound, combatManager.currentActionIndex,
CombatLogType.Attack, msg);
entry.metadata["attacker"] = result.attacker.data.displayName;
entry.metadata["target"] = result.target.data.displayName;
entry.metadata["hurtDamage"] = result.hurtDamage;
entry.metadata["isDodged"] = result.isDodged;
WriteEntry(entry);
}
/// <summary>记录 Buff 施加事件。</summary>
public void LogBuffApply(CharacterCombatBuffBase buff, CharacterBase target)
{
string msg = $"Buff 施加:{buff.GetType().Name} → {target.data.displayName}";
var entry = new CombatLogEntry(
combatManager.currentRound, combatManager.currentActionIndex,
CombatLogType.BuffApply, msg);
entry.metadata["buffType"] = buff.GetType().Name;
entry.metadata["target"] = target.data.displayName;
WriteEntry(entry);
}
/// <summary>记录 Buff 移除事件。</summary>
public void LogBuffRemove(CharacterCombatBuffBase buff)
{
string msg = $"Buff 移除:{buff.GetType().Name} ← {buff.attachedCharacter?.data.displayName}";
var entry = new CombatLogEntry(
combatManager.currentRound, combatManager.currentActionIndex,
CombatLogType.BuffRemove, msg);
entry.metadata["buffType"] = buff.GetType().Name;
WriteEntry(entry);
}
/// <summary>记录卡牌使用事件。</summary>
public void LogCardPlay(CardInstance card, List<CharacterBase> targets)
{
StringBuilder targetNames = new StringBuilder();
foreach (CharacterBase t in targets)
{
if (targetNames.Length > 0) targetNames.Append(", ");
targetNames.Append(t.data.displayName);
}
string msg = $"卡牌使用:{card.cardData.displayName} → [{targetNames}]";
var entry = new CombatLogEntry(
combatManager.currentRound, combatManager.currentActionIndex,
CombatLogType.CardPlay, msg);
entry.metadata["cardName"] = card.cardData.displayName;
WriteEntry(entry);
}
/// <summary>记录角色死亡事件。</summary>
public void LogDeath(CharacterBase character)
{
string msg = $"{character.data.displayName} 死亡(回合 {combatManager.currentRound}";
var entry = new CombatLogEntry(
combatManager.currentRound, combatManager.currentActionIndex,
CombatLogType.Death, msg);
entry.metadata["character"] = character.data.displayName;
entry.metadata["fraction"] = character.fraction.ToString();
WriteEntry(entry);
}
/// <summary>记录回合开始事件。</summary>
public void LogRoundStart(int round)
{
string msg = $"── 第 {round} 回合开始 ──";
var entry = new CombatLogEntry(round, 0, CombatLogType.RoundStart, msg);
WriteEntry(entry);
}
// ── 查询 API ──────────────────────────────────────────────────────
/// <summary>按类型和数量查询日志条目。</summary>
public List<CombatLogEntry> Query(CombatLogType type, int lastN = 10)
{
var result = new List<CombatLogEntry>();
for (int i = allEntries.Count - 1; i >= 0 && result.Count < lastN; i--)
{
if (allEntries[i].type == type)
result.Add(allEntries[i]);
}
result.Reverse();
return result;
}
/// <summary>获取所有日志条目。</summary>
public IReadOnlyList<CombatLogEntry> GetAllEntries() => allEntries;
// ── 格式化 ────────────────────────────────────────────────────────
/// <summary>将条目格式化为人类可读字符串。</summary>
public string FormatEntry(CombatLogEntry entry)
{
return $"[R{entry.round:D2}|A{entry.actionIndex:D2}|{entry.timestamp:F2}s] {entry.type}: {entry.message}";
}
// ── 内部写入 ──────────────────────────────────────────────────────
private void WriteEntry(CombatLogEntry entry)
{
allEntries.Add(entry);
Debug.Log($"{LogPrefix} {FormatEntry(entry)}");
}
}
}

View File

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